Search found 54 matches
- Sat Dec 24, 2016 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Anti-turret-creep suggestion (+ harder lategame)
- Replies: 5
- Views: 2196
Re: Anti-turret-creep suggestion (+ harder lategame)
Just to clarify-is creep needed for other 'buildings' like spawners and such? Also, neat idea- worms could grow without creep in the direction of the pollution, in advance of the creep. This also implies a new turret building-one that is stronger, but dependent on creep.(Also, artillery variants of ...
- Sat Dec 17, 2016 9:40 am
- Forum: Mods
- Topic: [MOD 0.15] Circuit Network Switch
- Replies: 17
- Views: 8916
Re: [MOD 0.14] Circuit Network Switch
Does this connect input all wires to output all wires, or does it only connect red to red and green to green? Or is something else?
Are the middle connections the ones that control the switch?
Are the middle connections the ones that control the switch?
- Fri Dec 16, 2016 9:40 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 64087
Re: Friday Facts #169 - Combat revisit 2
I second the notions re: new mechanics required, Artillery turrets and worm variants, and other new enemy types. Adding to chemical warfare, for me, would be a nice addition. Instead of poison capsules leaving a stationary killzone, poison gas should drift with the wind(reducing effectiveness agains...
- Sun Dec 04, 2016 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Furnaces provide heat for boilers
- Replies: 33
- Views: 9728
Re: Furnaces provide heat for boilers
Just for completeness: https://forums.factorio.com/viewtopic.php?f=6&t=3394#p24833 - especially topic 3c. One of my reasons for proposing this was elaborated on earlier-it lets us mess with the heat pipe system earlier, and figure out how to use it before figuring out nuclear plants. The other ...
- Sun Dec 04, 2016 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Furnaces provide heat for boilers
- Replies: 33
- Views: 9728
Re: Furnaces provide heat for boilers
I don't understand the picture. :oops: As I understood this suggestion we could use a furnace to heat the heat exchanger. So where in that pic is that "connection"? Besides that I think this is worth thinking about much deeper, cause that goes a lot into direction of more modular machines...
- Sat Dec 03, 2016 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Furnaces provide heat for boilers
- Replies: 33
- Views: 9728
Re: Furnaces provide heat for boilers
Haha one could use the electric furnace for a perpetuum mobile :D but the heat storage in watertanks could be an idea -> use solar at day and water with turbine at night I once read that tanks can store immense energy Well, that's what I meant by incorrectly balanced: if the power you get out of bo...
- Sat Dec 03, 2016 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Furnaces provide heat for boilers
- Replies: 33
- Views: 9728
Furnaces provide heat for boilers
As an engineer I have some technical but also logical concerns: 1) I would like to see the new "boiler" more as a "heat exchanger" and NOT as a furnace which consumes coal! 2) furnaces could have reactor-like hot parts which connected to "heat exchangers" aka boiler to...
- Sat Dec 03, 2016 5:56 pm
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57179
Re: Friday Facts #167 - Reactors Operational
factorio_powerplant_suggestion.pdf my suggestion and how the circulating water could make sense. please correct if I am wrong with anything Nice idea, I like most of it. On the lower left I think you changed the conections on the boiler Personally prefer the furnace-heat pipe-boiler idea from earli...
- Sat Dec 03, 2016 12:34 am
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57179
Re: Friday Facts #167 - Reactors Operational
Gertibrumm, would you mind if I made a suggestion thread for the boiler-furnace idea? I have a prompt written up and everything.
- Fri Dec 02, 2016 11:46 pm
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57179
Re: Friday Facts #167 - Reactors Operational
That should be a fairly easy thing to add in a mod(adding what you describe and removing vanilla bits) once the heat pipe stuff has been added to the game. I'm personally a fan of some simplification at the expense of some realism to keep the early-mid game from becoming a bit tedious. -A fellow IR...
- Wed Nov 23, 2016 3:08 am
- Forum: Ideas and Suggestions
- Topic: Maintenance Required
- Replies: 17
- Views: 3952
Re: Maintenance Required
Another idea would be to require "maintenance parts" to operate at 100% efficiency after a specific amount of time. If ignored, productivity drops to a minimum, let's say 50%. Idea: Instead of dedicated "maintenance parts" or repair packs, have modules take damage as used. When ...
- Wed Nov 23, 2016 3:00 am
- Forum: Ideas and Suggestions
- Topic: Electric Network Info Re-Design
- Replies: 9
- Views: 4385
Re: Electric Network Info Re-Design
The problem with showing max possible production is that it can vary, sometimes unpredictably. Solar cells are the most predictable-production during the day, no production during the night, very strict schedule-but it still varies. Steam engines are dependent on the temperature of the input fluid. ...
- Wed Nov 23, 2016 1:54 am
- Forum: Ideas and Suggestions
- Topic: [Nuclear power] Mining and processing Uranium
- Replies: 8
- Views: 5595
Re: [Nuclear power] Mining and processing Uranium
Specialized casks are used to handle nuclear fuel/waste safely. Radiation would kill you after only a few minutes of exposure of enriched uranium. Again, this is up for discussion if you'd asked me. If we are looking for ways to make this part of the process more challanging, we can consired this a...
- Mon Nov 21, 2016 10:39 pm
- Forum: Ideas and Suggestions
- Topic: [Nuclear power] Mining and processing Uranium
- Replies: 8
- Views: 5595
Re: [Nuclear power] Mining and processing Uranium
Batteries in factorio are a fairly short and linear process, and the components used can also be used elsewhere (sulfuric acid, the least versatile component, is still used in Processing Units, and raw sulfur can be used in explosives...) In general, all items in factorio have at least two possible ...
- Wed Nov 16, 2016 4:29 am
- Forum: Ideas and Suggestions
- Topic: New turrets, traps, mines
- Replies: 5
- Views: 2785
Re: New turrets, traps, mines
Stakes and barbed wire would be nice as an early defensive item-something to substitute for turrets.
I'm for that. Not so much the rest, although the grenade launcher looks interesting.
I'm for that. Not so much the rest, although the grenade launcher looks interesting.
- Wed Nov 16, 2016 4:27 am
- Forum: Ideas and Suggestions
- Topic: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.
- Replies: 5
- Views: 3337
Re: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.
I was thinking more "trap them in a pen and then unleash them upon my unwary enemies." But ya, you're right about them breaking out. You'd need a way to repair the walls automatically, without stupid bots flying over the pen....hm... Maybe a stationary repair arm? Made from a couple of ins...
- Sat Nov 12, 2016 9:05 pm
- Forum: Ideas and Suggestions
- Topic: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.
- Replies: 5
- Views: 3337
Re: "FactoriMMO": Large-Scale Multiplayer Add-Ons: Factions/Trading/Etc.
Sounds nice. Although I'd prefer a checkbox method. "Attack hostiles", "Attack neutrals", "Attack Aliens" and the like. Also you'll probably want something for Gates as well. "Open for friendlies", "Open for neutral", etc etc. If there's an "Ope...
- Thu Oct 20, 2016 12:29 am
- Forum: Mods
- Topic: [MOD 0.14] Programmable Warfare - command units via signals
- Replies: 13
- Views: 7265
Re: [MOD 0.14] Programmable Warfare - command units via signals
You could have it be tied to an item-call it a Remote- that a scanner can read mouse input from. Say, it outputs the X,Y position of the last click.
When you want to do other stuff, just put the Remote away.
When you want to do other stuff, just put the Remote away.
- Sat Oct 15, 2016 1:04 am
- Forum: Mods
- Topic: [MOD 0.14] Programmable Warfare - command units via signals
- Replies: 13
- Views: 7265
Re: [MOD 0.14] Programmable Warefare - command units via signals
Could you make a scanner that reads a player's mouse input, or the chat?
So we can command units in the field.
Wish I could help...but I don't know the first thing about LUA either.
So we can command units in the field.
Wish I could help...but I don't know the first thing about LUA either.
- Sat Oct 15, 2016 12:59 am
- Forum: Ideas and Suggestions
- Topic: Containerization
- Replies: 19
- Views: 8921
Re: Containerization
Suppose we could combine this with AI lorries? Like, an autonomous trailer truck that can haul an intermodal countainer a relatively short distance, and is smaller than a Well car and locomotive? To balance, the Well car could carry two containers at a time, while lorries can only haul one. So Well ...