Search found 384 matches

by Lav
Fri May 05, 2017 1:34 pm
Forum: Ideas and Suggestions
Topic: Stone chests + achievement
Replies: 0
Views: 495

Stone chests + achievement

Please introduce stone chests.

Made out of stone, capacity the same as iron chest but much longer deconstruction time and smaller stack.

Crafting and placing a stone chest should yield a new achievement:
Dwarfy :-D
by Lav
Fri May 05, 2017 1:19 pm
Forum: Ideas and Suggestions
Topic: Water and Steam physics
Replies: 16
Views: 5681

Re: Water and Steam physics

Steam has much lower density than water, true. But if you're going into realism, then steam is also much faster to move through the pipes. So it all can be averaged out in the end. I don't see a major problem here.
by Lav
Fri May 05, 2017 8:29 am
Forum: Gameplay Help
Topic: Question about centrifuge
Replies: 9
Views: 8558

Re: Question about centrifuge

Is it a .7% CHANCE to get U-235, or is it some internal/hidden counter, that will give you U-235 every 140 or so processes? I came to forum this morning, wondering if I can move my centrifuge, so that I don't break the counter and don't loose my progress towards U-235, but if it's a chance, then I ...
by Lav
Fri May 05, 2017 5:24 am
Forum: Ideas and Suggestions
Topic: Re name/classify the science packs
Replies: 8
Views: 2751

Re: Re name/classify the science packs

Boo-urns! I like the current potions! I liked the potions in 0.14. You had a health potion, stamina potion, mana potion and restoration potion. Even their recipes started making sense as soon as you understood that you're dealing with alchemy, not science: 1. Copper and iron gear for health potions...
by Lav
Fri May 05, 2017 5:08 am
Forum: Ideas and Suggestions
Topic: Randomized production requirements instead of expensive setting
Replies: 2
Views: 849

Re: Randomized production requirements instead of expensive setting

Varying regional complexity is a nice addition, but then making it variable in time would be even better. Of course, that variability should occur at a specific underlying system, which the player would eventually be able to detect and adapt to, and then even exploit to his advantage, shifting produ...
by Lav
Thu May 04, 2017 6:16 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Loader recipe and research suggestions
Replies: 14
Views: 4024

Re: [Idea] Loader recipe and research suggestions

Hmm. On the other hand, I don't see a lot of use for loaders. They're useful for in-line buffering (nice, but not critical), train loading/unloading (where they replace a number of overcomplicated designs), and supplying ingredients for a few recipes with excessive resource requirements. I was origi...
by Lav
Thu May 04, 2017 1:45 pm
Forum: Ideas and Suggestions
Topic: Replace satelite with return capsule in rocket
Replies: 6
Views: 1804

Re: Replace satelite with return capsule in rocket

For bonus points, make the returning capsule an actual game object, essentially a one-time-use provider chest, which may fall pretty much anywhere (including the center of a major alien hive). :-) Though with another research (which requires space science) player can build a landing beacon, which wi...
by Lav
Thu May 04, 2017 11:42 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Loader recipe and research suggestions
Replies: 14
Views: 4024

Re: [Idea] Loader recipe and research suggestions

Why not? You must use R for reversing unloader to loader. Oh, so that's how it works? That's, like, totally counter-intuitive. :-) I actually tried clicking R, but I thought it merely switches loader's direction, not changes it's function. Thanks, will try again today once I get home. One other thi...
by Lav
Thu May 04, 2017 11:40 am
Forum: Implemented Suggestions
Topic: Indicate techs with unavailable science packs
Replies: 7
Views: 3047

Indicate techs with unavailable science packs

In the research window, indicate technologies that require science packs which haven't been unlocked yet. Player shouldn't be allowed to start research on these technologies. Clicking on such technology in the research window should display a message explaining that player hasn't yet unlocked the ne...
by Lav
Thu May 04, 2017 6:34 am
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 25784

Re: Testing science- and energyefficiency of chained science lab

Please test pure lab setup as well - no modules, no beacons. Otherwise you have no proper yardstick.
by Lav
Thu May 04, 2017 6:05 am
Forum: General discussion
Topic: [Possible suggestion] Autolimit hand refill in building drop
Replies: 10
Views: 2743

Re: [Possible suggestion] Autolimit hand refill in building drop

That could be an ideal way to do things, but it require all pickup and drop system to be recoded. It can create lot of other problems and, in the end, rewrite almost all of program core. Please do not make assumptions about Factorio internals. Devs are perfectly capable of determining that stuff fo...
by Lav
Wed May 03, 2017 8:22 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Loader recipe and research suggestions
Replies: 14
Views: 4024

Re: [Idea] Loader recipe and research suggestions

As far as I can tell, there's only a few use cases for loaders: 1. Loading/unloading chests (including bus buffers) at belt speed. With loaders you can dump entire belt into a single chest. With inserters it's a nightmare and tons of wasted space. 2. Loading/unloading trains (completely replace inse...
by Lav
Wed May 03, 2017 8:05 pm
Forum: General discussion
Topic: Is mining productivity multiplicative with prod modules?
Replies: 4
Views: 2964

Re: Is mining productivity multiplicative with prod modules?

Whoops, sorry. Yes, you're right of course. :-)
by Lav
Wed May 03, 2017 7:50 pm
Forum: General discussion
Topic: Is mining productivity multiplicative with prod modules?
Replies: 4
Views: 2964

Re: Is mining productivity multiplicative with prod modules?

Level 17 is 16K, level 18 is 17K.
by Lav
Wed May 03, 2017 7:45 pm
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 25784

Re: Testing efficiency of chained science labs

MeduSalem wrote:And why not make it a belt braid if it has to be belts? Too cheety? :D
Frankly I just don't see the point. A sushi belt is pretty simple, you can build it very early in the game, and it will never need any additional maintenance, ever.

Maybe if I played a mod with more than 8 science pack types.
by Lav
Wed May 03, 2017 7:25 pm
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 25784

Re: Testing efficiency of chained science labs

Getting back to the original topic. I have tested the direct insertion setup against a sushi belt in a couple of different configurations. No beacons, 25 labs in each setup, 6 packs for direct insertion setup vs 7 packs on the sushi belt (military science wasn't being inserted into labs, but it stil...
by Lav
Wed May 03, 2017 6:46 pm
Forum: General discussion
Topic: [Possible suggestion] Autolimit hand refill in building drop
Replies: 10
Views: 2743

Re: [Possible suggestion] Autolimit hand refill in building drop

Once the idea is refined into something viable, either i'll move it into suggestion (if the first post is updated), or OP can create a new topic in Ideas and suggestions describing the final idea, and a link to this discussion for records :). Well, if I was to turn this into suggestion... When an i...
by Lav
Wed May 03, 2017 4:18 pm
Forum: Gameplay Help
Topic: Circuit Network possible make something like requester chest
Replies: 8
Views: 3114

Re: Circuit Network possible make something like requester chest

I'm running a Mall setup with belts and constant combinators. Constant combinator contains the "requested" amount of items, an arithmetic combinator substracts the total number of items of the same type stored in the output chests, and the resulting value is used in the respective assemble...
by Lav
Wed May 03, 2017 1:38 pm
Forum: Ideas and Suggestions
Topic: Queue system for multiplayer downloads.
Replies: 5
Views: 1947

Re: Queue system for multiplayer downloads.

Oarc wrote:@Lav - That would be neat, but probably a lot more effort from the devs :)
Not that much actually - there are plenty of P2P libraries available.

But at this point even a basic solution would be good I guess.
by Lav
Wed May 03, 2017 12:48 pm
Forum: General discussion
Topic: Testing science- and energyefficiency of chained science lab
Replies: 74
Views: 25784

Re: Testing efficiency of chained science labs

solntcev wrote:There is no limit on speed bonuses.
Only efficiency effect capped at 80%.
Ah, I mixed them up then. Ok, thanks!

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