Search found 48 matches
- Sat Aug 13, 2016 8:11 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83097
Re: Friday facts #151 - The plans for 0.14
Why are developers spending time for something that can be perfectly done with a mod? Please concentrate on providing things that can't be modded: - new map with overlays (power, logistic networks, ores etc) - new world generation with rivers, mountains, hills besides the neverending lakes and plai...
- Sat Aug 13, 2016 8:06 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83097
Re: Friday facts #151 - The plans for 0.14
On the subject of response time, note that while commercial reactors are used as baseline generators, this is not an inherent property of nuclear power, but is done to economize on plant components by minimizing thermal cycling. Any plant in which reactor power follows steam demand will quickly and ...
- Sat Aug 13, 2016 4:01 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83097
Re: Friday facts #151 - The plans for 0.14
I'm going to disagree with a lot of the above and say that nuclear power shouldn't have a meltdown mechanic or other disaster/failure mode that is unique to nuclear power. We don't model boiler explosions, and a whole lot more of those have happened than meltdowns. I also point out that naturally oc...
- Tue Apr 12, 2016 10:47 am
- Forum: General discussion
- Topic: Night steam engines + accumalators
- Replies: 8
- Views: 3031
Re: Night steam engines + accumalators
The easy solution should be to lower the no-load voltage on your steam engines' voltage regulators to that of your accumulators' full-load voltage so that the engines will only assume any load when the accumulators are not enough. Unfortunately, their voltage settings are hard-coded to the opposite....
- Mon Apr 11, 2016 1:49 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73601
Re: Friday Facts #133 - The train struggle
The ideal solution would be to change the perspective or use a true grid and 3d graphics. But this would mean to rewrite the game from scratch It shouldn't. Only display part and human input part (like mouse-click). All game-logic, calculating optimization, data-structure, etc. should remain mostly...
- Mon Apr 11, 2016 7:32 am
- Forum: General discussion
- Topic: Train stations V vs H
- Replies: 45
- Views: 15738
Re: Train stations V vs H
As I had just realized in the FFF thread, it might also work to redesign train components to be square and thus evade the issue entirely. Nothing says that railcars and engines have to be as long as they are now.
- Mon Apr 11, 2016 12:08 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73601
Re: Friday Facts #133 - The train struggle
Actually, I wonder if the height wouldn't still pose a problem with those. Well, in any case, this isn't Railroad Tycoon. There's no reason why the trains have to look like they do now, but should instead by redone first and foremost with regard to the art-style and projection. "Wooden chest wi...
- Sun Apr 10, 2016 10:14 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73601
Re: Friday Facts #133 - The train struggle
I realize that the other reason why this is a problem with trains specifically is that they have such a large length/width ratio compared to anything else in the game. Instead of distorting them, what about just making train objects more square? Wouldn't that let you distort them without it being no...
- Sun Apr 10, 2016 4:11 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73601
Re: Friday Facts #133 - The train struggle
Only if you play multiplayer.LazyLoneLion wrote:But it did became better, didn't it?The Phoenixian wrote:Even Factorio itself has run into this with a few aspects of it's development, like multiplayer: The issues with descyning required a huge amount of bug fixing and that ate up massive amounts of dev time.
- Sat Feb 06, 2016 2:50 am
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 107759
Re: Friday Facts #124 - Steam Status I
I see little reason to help in any regard when you show such little regard for the principal of contract. You paid for the game and the extras, you're getting the game and the extras. Where's the fraud? :roll: Not that this attitude isn't to be expected, of course. It's why I dream of someday Kicks...
- Fri Feb 05, 2016 11:09 pm
- Forum: News
- Topic: Friday Facts #124 - Steam Status I
- Replies: 121
- Views: 107759
Re: Friday Facts #124 - Steam Status I
I paid for the scenario pack but I still definitely endorse making all content available to everyone in the same package. People who paid more can get, I don't know, free Golden Inserter DLC? :D I remember reading you saying that there won't be DRM, does that mean the Steam version will also be DRM ...
- Fri Jan 22, 2016 6:58 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 56508
Re: Friday Facts #122 - Better circuit network (Part 1)
Could the colors on wires be changed? As red-green colorblind person, copper and green wires look the same, and red wires are almost impossible to see in dirt-settings. If there's an option to make arbitrary colored wires, they could also be used for more complex circuits. That is a good idea. But ...
- Sun Jan 10, 2016 4:26 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 116271
Re: Friday Facts #120 - Spidertron
I've honestly never thought of the existing Factorio art-style as "shabby." "More exposed gears and levers than might strictly be practical," but not "shabby." Just because the gears aren't polished brass and chrome doesn't mean they equate to "cracked and ragged.&...
- Sun Jan 10, 2016 6:26 am
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 116271
Re: Friday Facts #120 - Spidertron
Yeah, I'll mod back the old style if this is how concrete is going to look. Since when is "broken" the Factorio style?
- Sat Dec 19, 2015 8:32 pm
- Forum: News
- Topic: Friday Facts #117 - Path Finder Optimisation I
- Replies: 42
- Views: 41439
Re: Friday Facts #117 - Path Finder Optimisation I
The risk to factories now is that pathfinding around lakes proves more difficult than expected and we see in the patch notes:
"Gave biters the ability to swim."
"Gave biters the ability to swim."
- Sat Oct 17, 2015 3:58 am
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 50738
Re: Friday Facts #108 - Unexpected Features
This reminds me of something minor I've been thinking for a while: I think the vapor coming out of the steam engines should look much cleaner, like a puffy white cloud, to reflect that they are only emitting steam and do not themselves produce any pollution.
- Fri Sep 04, 2015 6:54 pm
- Forum: News
- Topic: Friday Facts #102 - Getting close
- Replies: 32
- Views: 35749
Re: Friday Facts #102 - Getting close
Yeah, that's what would happen if a giant plug like that was opened under load. I guess we're assuming it has arcing contacts hidden inside.Redominus wrote:I think the power switch would be way cooler with some lightning effect like this one: https://youtu.be/euW4NerLAPg
- Fri Apr 03, 2015 5:29 pm
- Forum: News
- Topic: Friday Facts #80 - Crazy start
- Replies: 49
- Views: 38466
Re: Friday Facts #80 - Crazy start
The Easter thing reminds me of Shamus Young's Empire of Candy idea. I do wonder if the Factorio engine would be good for that.
- Sat Feb 14, 2015 12:44 am
- Forum: News
- Topic: Friday Facts #73 - Minds versus bytes.
- Replies: 63
- Views: 43652
Re: Friday Facts #73 Minds versus bytes.
I'm just writing stream-of-consciousness here, but let me know what you think: It occurs to me that metal-rich asteroids would completely swamp the planet itself in terms of available metals. Once a space platform is established, asteroid harvesting ships could provide an extremely high-volume suppl...
- Wed Dec 03, 2014 10:41 am
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 211298
Re: [0.11.x] Uranium Power
That's an interesting point that I hadn't considered, but I don't think I will play around with that. Also, although I can't find a source, I seem to remember hearing about a fission reactor that runs with unenriched uranium. Yes, now that you mentioned it, that would be the CANDU reactor design. I...