Search found 1068 matches
- Thu Jul 07, 2016 8:34 am
- Forum: Ideas and Suggestions
- Topic: Advanced boilers
- Replies: 9
- Views: 2656
Re: Advanced boilers
Just increasing numbers on new boilers makes literally no sense for the game. Well maybe really little. With furnaces it made more sense as those require much more space but burners require inly a single tile. But related to your idea may come a few ideas from Balancing forum. One of them directly r...
- Thu Jul 07, 2016 6:20 am
- Forum: Ideas and Suggestions
- Topic: Be more clear about pollution from modules
- Replies: 5
- Views: 1983
Re: Be more clear about pollution from modules
If it was that simple Some buildings like Pumpjacks have enormous pollution and low power consumption. Some like Labs have no pollution but a decent power consumption. So there is no clear connection between those. And it is only modules that can change the value even if through indirect way like ma...
- Wed Jul 06, 2016 8:13 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197112
Re: Solar panels less of a no-brainer
Well I think a more diverse way of generating power would be beneficial for all, not just megabase builders. Well maybe not speed runners q: But it would be one more thing that could be just as interesting to design and set up as your automation of everything else. More Factorio in the power genera...
- Wed Jul 06, 2016 2:08 pm
- Forum: Ideas and Suggestions
- Topic: Be more clear about pollution from modules
- Replies: 5
- Views: 1983
Be more clear about pollution from modules
I have got a knowledge about modules effecting pollution from some youtuber's stream. Currently there is no way for you to know that it is even effected unless you manage to see the number change on mouseover. But you should probably intentionally focus your attention on it. I propose adding polluti...
- Wed Jul 06, 2016 1:52 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197112
Re: Solar panels less of a no-brainer
Shutting your factory off competely at night is not an option. You still want your roboport network active (or otherwise you will wake up to 0 bots in the network, or your base destroyed by the locals) and your defenses running. Other than that a 24/7 base might be ok to only run at game-day for so...
- Wed Jul 06, 2016 12:53 pm
- Forum: Balancing
- Topic: Make Sulfur from Light Oil and not Gas
- Replies: 11
- Views: 4744
Re: Make Sulfur from Light Oil and not Gas
And most of time now coal is not an issue so it is unlikely you will need solid fuel until rocket tech.
And when you are at rocket tech things tend to change dramatically anyways.
What I was talking is early to mid game when your oil tech starts kicking in
And when you are at rocket tech things tend to change dramatically anyways.
What I was talking is early to mid game when your oil tech starts kicking in
- Wed Jul 06, 2016 11:48 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197112
Re: Solar panels less of a no-brainer
May I ask why? Do you fear your game breaking or is it just out of general principle? There are quite a few mods that really improve the game, in my opinion. First of all - achievements. You know they are disabled if you use mods. Second is actually described in your post - mods tend to lose suppor...
- Wed Jul 06, 2016 8:31 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197112
Re: Solar panels less of a no-brainer
Getting back to my Nucular recommendation: it checks all those boxes, and it introduces an interesting production chain involving reprocessing of depleted fuels and manufacturing of weapons from "waste" material. Something very much like it should be in the Vanilla game. Thanks for the re...
- Wed Jul 06, 2016 7:55 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197112
Re: Solar panels less of a no-brainer
I see Qon and siggboy throwing axes and slashing air all around but I can't see your goal guys. Can you just state your position in a couple of short phrases? Like "A is bad and B is good and I propose to change C to make everything better"... Coming back to my point. As I said - nerfing o...
- Tue Jul 05, 2016 2:44 pm
- Forum: Balancing
- Topic: [0.13.1] Oil Yield
- Replies: 8
- Views: 3878
Re: [0.13.1] Oil Yield
Probably 0.5 multiplyer made it to an extra line of code
- Tue Jul 05, 2016 2:31 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197112
Re: Solar panels less of a no-brainer
But electric boilers and solar thermal panels would be intresting additions and could replace high capacity electric accumulators. Electric boilers? This thing alone defies physics - you can't use electric to generate electricity. I just suggested using large burners and allow modules to be used it...
- Tue Jul 05, 2016 8:41 am
- Forum: Balancing
- Topic: Make Sulfur from Light Oil and not Gas
- Replies: 11
- Views: 4744
Re: Make Sulfur from Light Oil and not Gas
In the current state of things light oil has no use at all. Maybe it should be just removed from the game?
At least I am offering a way to use it. Or just banish it.
At least I am offering a way to use it. Or just banish it.
- Tue Jul 05, 2016 5:34 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197112
Re: Solar panels less of a no-brainer
Each GW requires 15.000 coal per minute. Making a steam power plant might now be slightly easier, at this level it introduces very real logistic issues. Even if you have enough coal patches to deliver 15k/minute for hundreds of hours, as you say, you still have to get that to the power plant and in...
- Mon Jul 04, 2016 7:42 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 197112
Re: Solar panels less of a no-brainer
Playing around and studying real world cases I have come to a sort of a solution on the matter. There is absolutely nothing wrong with solar panels themselves. You can add decay, weather factors etc but it will not make any major changes to the matter. What IS the real problem is ACCUMULATORS. There...
- Mon Jul 04, 2016 12:38 pm
- Forum: Ideas and Suggestions
- Topic: Warehouse and transporting stacks
- Replies: 3
- Views: 2683
Re: Warehouse and transporting stacks
Also here: That is already possible with a mod. The devs have introduced the "Loader" to do this, which was recalled by the community (it's basic function is still in 0.13). You can read the FFF and forum discussions in News and General about it. Added to https://forums.factorio.com/viewt...
- Mon Jul 04, 2016 12:00 pm
- Forum: Balancing
- Topic: Does a beacon consume too much energy?
- Replies: 57
- Views: 14163
Re: Does a beacon consume too much energy?
I can't find a proper usage for beackons in any of my factories due to 2 factors 1. They are too big. 3x3 is an overkil imo and having them 2x2 would fit many more factory designs 2. 750kW is really an overkill especially before you reach endgame And for me its a really big surprise to find out that...
- Mon Jul 04, 2016 11:37 am
- Forum: Balancing
- Topic: Make Sulfur from Light Oil and not Gas
- Replies: 11
- Views: 4744
Re: Make Sulfur from Light Oil and not Gas
your true, but it's more simple to make all from gas. Just need to stock light oil to convert it to gas after research Advanced Oil Processing. Use light oil for Plastic and Sulfur involve that we MUST have receipt to convert gas to light oil. I think it's too complex, and actual situation is good....
- Mon Jul 04, 2016 9:40 am
- Forum: Balancing
- Topic: Make Sulfur from Light Oil and not Gas
- Replies: 11
- Views: 4744
Make Sulfur from Light Oil and not Gas
While you are trying to set up oil processing camp you can see that both Plastic and Sulfur (the main products required in bulk) both require Gas to be made. This leads to several issues. 1. While oil pumpjacks are slowly depleting decreasing output you can see a shift between supply volumes to Sulf...
- Mon Jul 04, 2016 9:01 am
- Forum: Ideas and Suggestions
- Topic: Warehouse and transporting stacks
- Replies: 3
- Views: 2683
Warehouse and transporting stacks
There have been multiple ideas how to implement Warehouses/Storehouses. I will agree that the basic idea of a large 3x3 storage is a fine idea by itself and should really make it into the game. But I want to extend the idea to lead to some bulk transportation improvements. So the basic idea for a Wa...
- Sun Jul 03, 2016 9:00 pm
- Forum: Ideas and Suggestions
- Topic: Please add a "no starting lakes" option
- Replies: 3
- Views: 1805
Re: Please add a "no starting lakes" option
I think your complain relates to this bug thread
viewtopic.php?f=7&t=27199
Though it is not yet stated as a bug, devs should reply to it at some point and tweaks will be made.
viewtopic.php?f=7&t=27199
Though it is not yet stated as a bug, devs should reply to it at some point and tweaks will be made.