Search found 78 matches

by imTheSupremeOne
Sun Apr 19, 2020 3:40 am
Forum: Energy Production
Topic: Modular Nuclear Reactor setups with steam buffer tanks
Replies: 0
Views: 3056

Modular Nuclear Reactor setups with steam buffer tanks

* By modular I mean that they are composed from "one-thing only" modules connected in series, unlike the most setups that are parallelizing heat between many small modules.

Connecting things in series require solving throughput issues, but it's allowing to make things more compact; to be easily ...
by imTheSupremeOne
Fri Apr 17, 2020 8:43 pm
Forum: Energy Production
Topic: Compact rectangular 2x2 Nuclear Reactor, 480 MW. No steam buffer tanks.
Replies: 2
Views: 3767

Compact rectangular 2x2 Nuclear Reactor, 480 MW. No steam buffer tanks.

https://i.imgur.com/bY4Pesl.png


One hour full load graph:
https://i.imgur.com/V2vJcnZ.png


Blueprint:
0eNrNnc2S3biVbl/FkWOpA9/GL2tw3+COe9DhqEhJR1UZLaUUqUzfdjvq3W+qqqRKu4hzsL7DgT1x2DrYSRCbwCK4ufiPmzcfnk6fH+7uH29++MfN3dtP919ufvivf9x8ufvp/vbD1//v8e+fTzc/3Nw9nj7evLq5v/349X99eTzdfnz9+PTw5u7 ...
by imTheSupremeOne
Thu Apr 16, 2020 3:10 am
Forum: Ideas and Suggestions
Topic: Make underground pipes only 1 tile longer, please :)
Replies: 15
Views: 6268

Re: Increase underground pipe distance by one


i also agree because underground pipes teleport fluids and any fewer number of fluid boxes we have to use, the better.

I don't actually think that this change will do anything meaningful for tps, because if you are concerned for tps you should be doing things smart way, and just don't have ...
by imTheSupremeOne
Thu Apr 16, 2020 12:56 am
Forum: Ideas and Suggestions
Topic: Make underground pipes only 1 tile longer, please :)
Replies: 15
Views: 6268

Increase underground pipe distance by one

Nuclear reactors have many challenges. Because of throughput losses for heat and liquids, and the volume of flowing liquids you have to put everything close together. Idk how to specify that, but, because of sizes and geometry, and the thing that you have to put everything close together almost ...
by imTheSupremeOne
Wed Apr 15, 2020 3:09 pm
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 7468

Re: Deathworld shouldn't be about time race

Not really sure how you managed to get deathworld settings on a default map though. Sounds mainly that you messed up your initial settings and made things much harder than you intended. The default gameplay mode has always been that the biters are there but not overwhelming, and act as a drain on ...
by imTheSupremeOne
Fri Apr 10, 2020 2:56 pm
Forum: Balancing
Topic: Deathworld shouldn't be about time race
Replies: 8
Views: 7468

Deathworld shouldn't be about time race

I'm mostly a deathworld player, but this time I've decided to go with a calm default settings... I created my world, didn't changed richness of ores, wasn't looking and rerolling map to get ores close, and increased enemies to 200% to still have some challenge from biters.

I was playing really ...
by imTheSupremeOne
Wed Apr 08, 2020 6:18 pm
Forum: Ideas and Suggestions
Topic: Small biters shouldn't disappear completely on high evolution
Replies: 0
Views: 639

Small biters shouldn't disappear completely on high evolution

I was running around biters nests in old generated areas, and some of them still had around old cute small biters and spitters left... That looked much cooler β€” to see a variety of biters, unlike those nests around me that are just plain bigs and a few mediums. They are so cute and tiny in ...
by imTheSupremeOne
Tue Apr 07, 2020 4:56 pm
Forum: Not a bug
Topic: Whitelist at deconstruction planner doesn't work
Replies: 2
Views: 1080

Whitelist at deconstruction planner doesn't work

I whitelisted a power pole to my deconstruction planner, but it still tries to remove all entities:

Image
Image
by imTheSupremeOne
Sat Apr 04, 2020 5:31 am
Forum: Balancing
Topic: You should be able to rotate placed car
Replies: 0
Views: 1436

You should be able to rotate placed car

Car controls in Factorio are somewhat hard, and turns require both space and takes a time, so in most cases you are taking back your car or tank in your pocket, and placing it back, rotated the way you need to...

And I see this as a problem β€” because why do you use Rocket and Nuclear fuel as you ...
by imTheSupremeOne
Sat Apr 04, 2020 2:17 am
Forum: Ideas and Suggestions
Topic: Pipette tool on damaged entity should select repair pack
Replies: 4
Views: 1755

Re: Pipette tool on damaged entity should select repair pack

netmand wrote: Thu Apr 02, 2020 3:05 pm please no... don't want my cursor flipping out while clearing biters.
But imagine all that times that it would be handy and not require you to have Repair Pack in hot slots or mousing it every time...
by imTheSupremeOne
Fri Apr 03, 2020 1:36 am
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 5932

Re: Remove Train Stop research, add Train Stop to first "Railway" research


Good point! Why did you create this thread, then?

Anyway, having more technologies is not a negative, you know. Each researched technology comes with a satisfying sound effect and a motivational boost for the player. It's more satisfying to research two 75 pack technologies compared to one that ...
by imTheSupremeOne
Thu Apr 02, 2020 2:54 pm
Forum: Ideas and Suggestions
Topic: Pipette tool on damaged entity should select repair pack
Replies: 4
Views: 1755

Re: Pipette tool on damaged entity should select repair pack

It's also can suggest you wire on a power switch, but it's somewhat really rare case actually....
by imTheSupremeOne
Thu Apr 02, 2020 1:06 pm
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 5932

Re: Remove Train Stop research, add Train Stop to first "Railway" research


You don't need train stops right away. You first need access to rails so you can produce them and have a train network. By the time you're done with that - even if you start right away - automated rail transportation research will be done, too.

It's daunting enough for new players just to figure ...
by imTheSupremeOne
Thu Apr 02, 2020 9:27 am
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 5932

Remove Train Stop research, add Train Stop to first "Railway" research

I believe that "Automated rail transportation" that provide you with a Train Stops is an unnecessary research to have, and that Train Stops should be given with a first "Railway" research that provide you with Rail, Train and Cargo Wagon... Because without Train Stops, Trains-Rails are completely ...
by imTheSupremeOne
Thu Apr 02, 2020 9:15 am
Forum: Implemented Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 72
Views: 30263

Option for warning signs to be static and not blink

It was always an issue for me, but last time, I got tired after spending a lot of time building my base with many unpowered entities, and I still had things to think, and this time this constant blinking of many things was really bad and interruptive. But I still were playing and trying to think ...
by imTheSupremeOne
Thu Apr 02, 2020 8:29 am
Forum: Ideas and Suggestions
Topic: Walls should be buildable in strips like rails
Replies: 2
Views: 1387

Walls should be buildable in strips like rails

What could be worse than manually building a diagonal walls in early game?.. It's not "hard", it's stupid and monotone, but at the same time it require so much concentration to just not place a wall where it shouldn't be... It's especially unpleasant for a deathworlds where you won't have a quick ...
by imTheSupremeOne
Thu Apr 02, 2020 8:05 am
Forum: Ideas and Suggestions
Topic: Centralize map zoomed in for a view on clicks
Replies: 0
Views: 628

Centralize map zoomed in for a view on clicks

If you click anywhere on the minimap it will just regularly open the map centralized on you. But, I believe it would be really cool if instead it would open the point that you clicked, already zoomed in for a radar view. Similar thing could also be added for a double left click when you have map on ...
by imTheSupremeOne
Thu Apr 02, 2020 7:44 am
Forum: Ideas and Suggestions
Topic: Pipette tool on damaged entity should select repair pack
Replies: 4
Views: 1755

Pipette tool on damaged entity should select repair pack

As for now, at least for me, I don't have a Repair Pack in first slots of a "shortcut bar", so I'm manually selecting it with a mouse from far away slots. And Idk why, but I also always, intuitively using pipette tool on damaged entity, thinking that it will choose the repair pack, but it's just ...
by imTheSupremeOne
Thu Apr 02, 2020 7:18 am
Forum: Ideas and Suggestions
Topic: "Open folder" button inside menus
Replies: 3
Views: 1493

"Open folder" button inside menus

I believe it would be nice feature if you would be able to open save's folder inside Save and Load menus, and mods folder inside Mods menu.

It would be an easy way to locate Factorio folders or just quickly open them when you want to do some things like hiding old saves into old saves folder, or ...
by imTheSupremeOne
Thu Apr 02, 2020 7:02 am
Forum: Ideas and Suggestions
Topic: [UPD] Rail planner is practically broken around your base
Replies: 3
Views: 2078

[UPD] Rail planner is practically broken around your base

This was a thread suggestion before, but now I believe this is actually a big gameplay issue that just practically breaks your ability to use Rail Planner around your base...

I think that planner should allow you to plan rails over your entities like it's doing with cliffs. As for now, planner ...

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