Search found 178 matches

by Khyron
Thu Mar 19, 2015 2:46 am
Forum: General discussion
Topic: How bright is this planet anyway?
Replies: 37
Views: 21670

Re: How bright is this planet anyway?

DaveMcW wrote:That is 2 kilowatt-hours/m^2. You need to divide by 4 hours to get the average radiation, 0.5 kW/m^2.
Nope. I meant what I wrote, which is why I used kW/m2 instead of kWh/m2.

However, my source had bad data. Our peak irradiance is more inline with OPs working value of 1kW during our summer.
by Khyron
Wed Mar 18, 2015 6:39 am
Forum: General discussion
Topic: How bright is this planet anyway?
Replies: 37
Views: 21670

Re: How bright is this planet anyway?

That would certainly explain how the creepers evolve so fast. I wonder if it is a binary system? That would explain how the daylight cycle is so skewed to favor day over night. Hm... well... UV mutating the DNA of terrestrial life is one thing but who knows how some other life evolves, adapts, muta...
by Khyron
Wed Mar 18, 2015 3:03 am
Forum: General discussion
Topic: How bright is this planet anyway?
Replies: 37
Views: 21670

Re: How bright is this planet anyway?

I agree with the size/scaling and efficiency discussed above, but there is some wiggle room in the other factors: On a clear day in Melbourne, Australia (ie: pretty far South) we can get over 2kW/m2 between 11am and 3pm. Without checking I'd expect it gets near to 3kW/m2 for a longer part of the day...
by Khyron
Sun Mar 15, 2015 7:19 am
Forum: Ideas and Suggestions
Topic: 'Stations'
Replies: 5
Views: 3313

Re: 'Stations'

Blueprints are your friend! :D The main thing that would be useful is if they fixed the difference between train size when viewed vertically and horizontally. That would make blueprint stations even better. After that, it would be great if wagons were standardised in length to match the grid - curre...
by Khyron
Thu Mar 12, 2015 11:28 am
Forum: Balancing
Topic: Combat drones
Replies: 3
Views: 11446

Combat drones

Am I alone in thinking combat drones need some rebalancing? Defender capsules A single capsule launches 1 drone each doing 5 physical damage per shot. They last 45 seconds and will follow you. Cost: 21 RU/capsule. Clearly this is intended as an early game supporting role. The problem is that a singl...
by Khyron
Thu Mar 12, 2015 8:37 am
Forum: News
Topic: Friday Facts #76 - MP inside out
Replies: 52
Views: 50543

Re: Friday Facts #76 - MP inside out

Rakshasa wrote:It isn't original, EVE Online does the same thing to enable 3000+ player fleet fights.
It isn't original, but you're way off in saying Eve Online works this way. Eve has a fundamentally server-client architecture. You can read more here.
by Khyron
Tue Mar 10, 2015 8:03 am
Forum: Implemented Suggestions
Topic: The noise from logistics robots / Drone sounds
Replies: 20
Views: 17204

Re: The noise from logistics robots

ssilk wrote:Moved from general discussions
This blue coloured text on the dark grey background makes my eyes bleed. It's like looking at a picture like this:
Image

... Brain.. unable... to... lock... on... *blink blink*
by Khyron
Tue Mar 10, 2015 7:55 am
Forum: Implemented Suggestions
Topic: Inverse filter setting (Is not filter, take all except...)
Replies: 32
Views: 18576

Re: is not filter inserter

Nonsense. Making a functioning blacklisted filter line using the default whitelist inserter is pretty trivial, and not at all an interesting problem. You just need two additional belts and reverse the smart inserter. Done. How is this a "puzzle"? I think you misunderstood what I'm referri...
by Khyron
Fri Mar 06, 2015 5:35 am
Forum: Ideas and Suggestions
Topic: Display reason for player death
Replies: 6
Views: 1679

Re: Display reason for player death

Player Arumba was never killed because he never leaves the base.
by Khyron
Thu Mar 05, 2015 12:41 pm
Forum: Implemented Suggestions
Topic: Inverse filter setting (Is not filter, take all except...)
Replies: 32
Views: 18576

Re: is not filter inserter

This is one of those requests that seems logical but if you actually challenge the theory by looking at practical examples, it seems we can implement a pretty good filter that deals with reasonably sensible factory layouts, as discussed here . So we have to ask what will adding an absolute filter (a...
by Khyron
Thu Mar 05, 2015 12:11 pm
Forum: Ideas and Suggestions
Topic: Lamp module for modular armor
Replies: 10
Views: 3674

Re: Lamp module for modular armor

The idea for a lamp for modular armour is fine, but there is an unanswered problem with night vision being kind of hard on the eyes. Ideally the night vision effect is improved either in the vanilla game or perhaps with a mod?
by Khyron
Fri Feb 27, 2015 12:32 pm
Forum: Implemented Suggestions
Topic: Maintenance/ Construction Logistic Chest
Replies: 6
Views: 3326

Re: Maintenance/ Construction Logistic Chest

This has been discussed at great length in a number of threads. One I remember is here

Short version:
  • Your suggestion is in service of something that is beyond the scope of the current game.
  • You can make smaller logistics areas and connect them together with rail.
by Khyron
Thu Jan 29, 2015 2:54 am
Forum: Ideas and Suggestions
Topic: Solid lubricant and portable water production
Replies: 6
Views: 4265

Re: Solid lubricant and portable water production

Isn't there a mod for tanker train wagons? And iirc the devs have said they want to add exactly that to the base game... I haven't tried this kind of thing myself.
by Khyron
Mon Jan 19, 2015 8:15 am
Forum: Implemented Suggestions
Topic: Trees should regenerate health (or have hidden HP bars) ☸
Replies: 59
Views: 24784

Re: Trees should regenerate health (or have hidden HP bars)

Updated frequently suggested ideas with this... there have been many threads on this; there is an obvious & easy-to-implement solution and lost of people are asking for it.
by Khyron
Mon Jan 19, 2015 7:59 am
Forum: Implemented Suggestions
Topic: Changing rail recipe
Replies: 15
Views: 8540

Re: Changing rail recipe

I've kind of been churning on this idea for a while. In the long term I hope we end up with a track laying machine to automate the bulk of the job, particularly long stretches of track between resource bases (Yes, I've seen the mod ). But there will always be times when you want to make a simple alt...
by Khyron
Fri Jan 16, 2015 8:22 am
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 38592

Re: Swap input on chemical factory

To be honest, I'd like it to remain as is. A huge part of Factorio's gameplay is figuring out small puzzles; little cookie-cutter patterns that are efficient. The fixed inputs serves to set the conditions of the puzzle. What does removing that add to the game?
by Khyron
Fri Jan 16, 2015 8:16 am
Forum: Ideas and Suggestions
Topic: Quick Fix: Pollution Information on Efficiency Modules
Replies: 11
Views: 3754

Re: Quick Fix: Pollution Information on Efficiency Modules

I understand that's how it works on the back end, but this is more about presentation to the user. I agree and others should take note: Regardless of how pollution is actually calculated, the description text for modules is somewhat misleading given the way pollution is listed on things like assemb...
by Khyron
Fri Jan 16, 2015 6:46 am
Forum: Ideas and Suggestions
Topic: Ghost Build Mode
Replies: 7
Views: 3771

Re: Ghost Build Mode

1. The length of time a ghost blueprint exists for is modifyable by research, therefore your sugestion would break an existing game mechanic. That doesn't mean I wouldn't want an "infinite" setting. While you're right that it's currently researchable and that implies that it's an intended...
by Khyron
Wed Jan 14, 2015 12:34 pm
Forum: Implemented Suggestions
Topic: Prefer to pull items from storage rather than suppliers
Replies: 3
Views: 1731

Re: Prefer to pull items from storage rather than suppliers

The simplest way to achieve this is to use a smart inserter on the provider chest and configure it to stop inserting new items while there are already X items in the network. Once the bots empty the provider chest they'll seek the item from elsewhere in the network and start taking from the storage ...
by Khyron
Sat Jan 10, 2015 5:25 am
Forum: Ideas and Suggestions
Topic: Robots should understand combat drops.
Replies: 26
Views: 5808

Re: Robots should understand combat drops.

It seems silly to settle on a configuration during an alpha, when it's already stated that much of the behavior is stopgap, and will be replaced with a more well-thought-out behavior in a later development cycle. With iterative development you only make changes where they're needed. Losing drones i...

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