Though being an interesting idea in principle. Heat piping as all fluid dynamics is UPS intensive. Eliminating wide spread use in the late game.
Also mods (e.g. from darkfrei)
Search found 385 matches
- Sat Nov 07, 2020 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Thermal Furnaces
- Replies: 3
- Views: 1579
- Fri Nov 06, 2020 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
- Replies: 13
- Views: 4395
Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
I'dont think a fixed length chain/wheel extractor is necessary. IMO the core concept of this idea (having a more complex rather repetetice late game mining solution) would be better served, if the extraction arm is dynamically lengthend or shortend depending on ore patch size. Any BWE/BCE on a trai...
- Fri Nov 06, 2020 4:37 pm
- Forum: Ideas and Suggestions
- Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
- Replies: 13
- Views: 4395
Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
A point of critique, besides the practicability of the general implementation, though automating mining, the outpost defences will still have to be built the current way (if needed). Secondly if the BCE/BWE can be balanced such, that mining yield and throughput to traines can be similar to late gam...
- Fri Nov 06, 2020 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
- Replies: 13
- Views: 4395
Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
Addendum to my first comment: I'dont think a fixed length chain/wheel extractor is necessary. IMO the core concept of this idea (having a more complex rather repetetice late game mining solution) would be better served, if the extraction arm is dynamically lengthend or shortend depending on ore patc...
- Fri Nov 06, 2020 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
- Replies: 13
- Views: 4395
Re: Improving Factorio's Mining Endgame: A Programmable Bucket Chain Excavator
I like this idea. Outposting is, like setting up more smelting areas repetitive especially in the end game. The latter being more easily semi automatable. The whole idea reminds me, though differently implemented, of the Mining Drones mod by Klonan . Breaking monotony and gaining UPS are certainly b...
- Tue Nov 03, 2020 4:24 pm
- Forum: General discussion
- Topic: 1.35k S/M bases should be more popular
- Replies: 19
- Views: 4640
Re: 1.35k S/M bases should be more popular
I research up to mining productivity 10 (So I get double output), enough weapon upgrades (1 or 2 infinite for bullets makes walls with gun turrets impenetrable and I think I have about 4 for explosions to make clearing by spidertron faster). After that I research follower counts as dummy research b...
- Sun Nov 01, 2020 10:40 am
- Forum: General discussion
- Topic: Alt-F4 #11 - Scientific Curiosities
- Replies: 11
- Views: 5014
Re: Alt-F4 #11 - Scientific Curiosities
I would also like to thank you for youre effort, Alt-F4 are making for a quite interesting read.
In addition to ssilk, alternatively you could release on saturdays instead if FFFs are due.
In addition to ssilk, alternatively you could release on saturdays instead if FFFs are due.
- Sun Nov 01, 2020 10:20 am
- Forum: Ideas and Suggestions
- Topic: Option to build ghost automatically if out of reach.
- Replies: 10
- Views: 2230
Re: Option to build ghost automatically if out of reach.
Yes, very practical suggestion!
This could be handled like the opt-in feature of picking ghosts if an entity is not available to not confuse new players. Either via a new option or expanding the already existing option of picking ghosts.
This could be handled like the opt-in feature of picking ghosts if an entity is not available to not confuse new players. Either via a new option or expanding the already existing option of picking ghosts.
- Sun Nov 01, 2020 9:58 am
- Forum: Ideas and Suggestions
- Topic: Findling personal logistic requests via filter GUI / Flash Logistic Request slot when already exists
- Replies: 7
- Views: 1807
Findling personal logistic requests via filter GUI / Flash Logistic Request slot when already exists
TL;DR Trying to set an already existing personal logistic request via the filter GUI, should highlight it like the search function dose. What ? With the update to personal logistics, personal logistic requests can become quite numerous. Since they are not sorted and not easily rearranged, finding a...
- Fri Oct 30, 2020 2:58 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79733
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Fri Oct 30, 2020 1:41 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79733
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
This and Blueprint Flip and Turn (credit: NovaM) the two missing features for making the Vanilla (none recursive) blueprint system (thanks for being able to re-edit BPs) complete. I agree, one of the last utils before perfection ! I'd also add to this short list a way to insert item's icon into tra...
- Fri Oct 30, 2020 1:10 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79733
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
A little sad the Devs didn't mention this Mad Lad: https://www.reddit.com/r/factorio/comments/jizq1b/i_programmed_factorio_from_scratch_multithreaded/gaavdty/ Oh. He did a thing... in 3 moths he just rewrote the game from scratch to allow for Multi-Threaded/Multi-Core 64bit Multiplayer. I’dont thin...
- Fri Oct 30, 2020 12:21 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79733
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Besides the improvements to Spidertron so far are there currently any plans to add the features from the Squad Control (credit: morley376) OR Waypoints with or without the patrol mode (credit: Xorimuth) into Vanilla?
- Fri Oct 30, 2020 12:01 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79733
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
(...) Did you consider to implement a way to semi automatically insert modules in before empty buildings, e.g. via the upgrade planner? Basically to make mods like Module Inserter (credit: Choumiko) Vanilla. This would not only make remote blueprinting (improved already for 1.0), but remotly design...
- Fri Oct 30, 2020 11:32 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79733
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
This is truley epic. Even the little, but IMO powerful main menu design change. Full integration of the e -key is that much more QoL. Currently I'm deleting request constantly. The enhancements in ghost building made are logicaly and appropiate now we have our eight-legged remote builder. Making the...
- Sun Oct 25, 2020 8:35 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Land mines throwing 'missing entity' alerts.
- Replies: 4
- Views: 1666
Re: [QoL] Land mines throwing 'missing entity' alerts.
Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)? In don't really see the benefit of a toggling option, considering any option especially for highly specific things ...
- Sat Oct 24, 2020 9:55 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Land mines throwing 'missing entity' alerts.
- Replies: 4
- Views: 1666
Re: [QoL] Land mines throwing 'missing entity' alerts.
Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)? In don't really see the benefit of a toggling option, considering any option especially for highly specific things i...
- Fri Oct 23, 2020 6:21 am
- Forum: Ideas and Suggestions
- Topic: Hand crafting speed is partly wasted.
- Replies: 3
- Views: 760
Re: Hand crafting speed is partly wasted.
this could be Crafting speed research from Klonan himself.
- Sun Oct 18, 2020 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 16121
Re: Rocket Launch by Circuit Condition
This is simple: you can add 10 inserters around the rocket launch, each picks up science packs from a chest. Don’t forget to switch their max. stack size to 10 each, and control them all with a circuit. When launch signal is send, all 10 inserters move at once, put each 10 science pack in and so yo...
- Sun Oct 18, 2020 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 16121
Re: Rocket Launch by Circuit Condition
Firstly previously done test confirm your results. Having a delay between cargo insertion and launch would also do the trick. Povided enough inserters are in place. On the other hand not having full fish efficency might be an intended behaiviour.