Search found 354 matches
- Thu Mar 14, 2019 9:33 am
- Forum: Balancing
- Topic: 0.16 -> 0.17 Yellow tech science
- Replies: 8
- Views: 3250
Re: 0.16 -> 0.17 Yellow tech science
My bigger concern is the leap from red/green to blue, with so logistically locked behind oil based products, which in most cases is locked behind trains, to move the get the oil to your main base. Well, blue science is supposed to be locked behind oil refining. But with such a huge leap I think it ...
- Wed Mar 13, 2019 2:03 pm
- Forum: Ideas and Suggestions
- Topic: Transport Energy [Batteries]
- Replies: 18
- Views: 2826
Re: Transport Energy [Batteries]
Idea: Common accumulator (5MJ) has 1MJ built-in capacity and 4 slots for 1MJ batteries. Once built-in capacity is charged, it instantly transfers charge into empty battery. Once built-in capacity is discharged, it is instantly charged from full battery. The only problem : full cargo wagon of charged...
- Wed Mar 13, 2019 12:39 pm
- Forum: Ideas and Suggestions
- Topic: idea for possible improvement to pathfinding destroying ups on deathworlds
- Replies: 4
- Views: 1303
Re: idea for possible improvement to pathfinding destroying ups on deathworlds
Another idea : let enemies walk over their buildings, at least where it isn't a big deal.
- Wed Mar 13, 2019 12:09 pm
- Forum: Ideas and Suggestions
- Topic: Transport Energy [Batteries]
- Replies: 18
- Views: 2826
Re: Transport Energy [Batteries]
I like this idea, but it will require at least new type of building. And technically, you don't need it : you can transport fuel or steam, or use stationary accumulators and separate power grids. I don't think it will ever appear in vanilla, but it could be done as a mode : New item - charged batter...
- Wed Mar 13, 2019 8:42 am
- Forum: Ideas and Suggestions
- Topic: 0.17 Production science pack recipe
- Replies: 1
- Views: 877
Re: 0.17 Production science pack recipe
I guess, I created this topic in a bad time (right after 0.17 release), so I'll allow myself to bump it once.
- Wed Mar 13, 2019 8:29 am
- Forum: Ideas and Suggestions
- Topic: [0.17X]More recipe options aside from "normal" and "expensive"
- Replies: 11
- Views: 2573
Re: [0.17X]More recipe options aside from "normal" and "expensive"
Speaking of products not seen in default recipes, what about also some lower-level intermediate products such as bolts as well? I'd prefer magnets from iron ore. No new basic resources, wide application. For bigger changes : flourine, aluminum, ceramic... But such things require new ores, and that'...
- Wed Mar 13, 2019 8:17 am
- Forum: Ideas and Requests For Mods
- Topic: Heavy hand weapon for modular armor
- Replies: 0
- Views: 324
Heavy hand weapon for modular armor
Hello. I searched for mods for power armor equipment and didn't find following useful thing: Heavy hand weapon. Consists of two parts (similar to discharge) : first part is an equipment for modular armor, second part is an "interface" that must be placed in weapon slot with appropriate amm...
- Wed Mar 13, 2019 6:35 am
- Forum: Ideas and Suggestions
- Topic: Change Factorio's numeric versionning system
- Replies: 38
- Views: 6473
Re: Change Factorio's numeric versionning system
Do you really believe that we will not see 0.17.100?))
- Tue Mar 12, 2019 12:05 pm
- Forum: Ideas and Suggestions
- Topic: Option to output negative signals. [Circuit Network]
- Replies: 2
- Views: 511
Re: Option to output negative signals. [Circuit Network]
No. Circuit interfaces must be as simple as possible. Any non-trivial work must be done with combinators. "Circuit setups are large and complex" isn't and argument.
- Tue Mar 12, 2019 11:57 am
- Forum: General discussion
- Topic: Heat improvement
- Replies: 0
- Views: 545
Heat improvement
Hello, factorians! Introduction I want to discuss heat mechanic, first presented as a part of nuclear power setup. In my opinion, Wube developed an interesting new game mechanic, but had not time to work it properly. And then 0.17 have come, massive engine and interface changes, etc, no time for con...
- Tue Mar 12, 2019 7:43 am
- Forum: Ideas and Requests For Mods
- Topic: Direct gas extraction
- Replies: 6
- Views: 967
Direct gas extraction
An option (another type of pumpjack?) to extract Gas directly from oil deposit.
It must have x1.5 speed to produce more gas then through oil cracking.
Or did I messed up Petroleum gas with Natural gas?
It must have x1.5 speed to produce more gas then through oil cracking.
Or did I messed up Petroleum gas with Natural gas?
- Tue Mar 12, 2019 7:19 am
- Forum: Balancing
- Topic: 0.17 Coal Liquefaction
- Replies: 25
- Views: 6670
Re: 0.17 Coal Liquefaction
What a messy discussion... I did the math for 0.16 (https://forums.factorio.com/viewtopic.php?t=64486), and Liquefaction was almost 2 times energy positive if you had at least some Light cracking to disable. In 0.17 its energy efficiency is unquestionable. And it's okay in terms of thermodynamics. T...
- Mon Mar 11, 2019 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Underground infrastructure in concrete
- Replies: 15
- Views: 2520
Re: Underground infrastructure in concrete
Following this logic, we would have multiple tiers of locomotives instead of fuel bonus. Nobody needs one more tier. I suggest an encouraging synergy of two different things. Following that logic we wouldn't have different belt tiers but a belt speed bonus research. :) You know what? Actually, you ...
- Mon Mar 11, 2019 1:31 pm
- Forum: Ideas and Suggestions
- Topic: Underground infrastructure in concrete
- Replies: 15
- Views: 2520
Re: Underground infrastructure in concrete
I think the better idea would be to have extended underground belts that require concrete and steel to build. That would be a simple recipe and entity prototype addition without any changes in game mechanics. Following this logic, we would have multiple tiers of locomotives instead of fuel bonus. N...
- Mon Mar 11, 2019 11:44 am
- Forum: Ideas and Suggestions
- Topic: Underground infrastructure in concrete
- Replies: 15
- Views: 2520
Re: Underground infrastructure in concrete
Did you try https://mods.factorio.com/mod/beltlayer ? No, I didn't. And why should I? This mod is a heavy simplifications, and it is absolutely not what I want. I did this suggestion not because I personally need longer underground sections, but to add more encouraging game mechanics (quite reasona...
- Mon Mar 11, 2019 11:29 am
- Forum: Ideas and Suggestions
- Topic: Allow Panning the Map While Paused
- Replies: 1
- Views: 364
Re: Allow Panning the Map While Paused
Wow! I didn't talk about it because instead of allowing WASD, they can disallow zooming now! What have you done?!
- Mon Mar 11, 2019 8:49 am
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 26122
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
Factorio would be impossible without cats!
- Mon Mar 11, 2019 8:02 am
- Forum: Ideas and Suggestions
- Topic: Refined concrete -> Reinforced concrete
- Replies: 0
- Views: 354
Refined concrete -> Reinforced concrete
Just like topic says, following Wiki correct name is "Reinforced", not "Refined".
It is absolutely minor, but why not fix it.
P.S. And may be this topic should be moved into Translations section. Sorry.
It is absolutely minor, but why not fix it.
P.S. And may be this topic should be moved into Translations section. Sorry.
- Mon Mar 11, 2019 5:32 am
- Forum: Ideas and Suggestions
- Topic: Underground infrastructure in concrete
- Replies: 15
- Views: 2520
Re: Underground infrastructure in concrete
To make it relatively simple, I'd say "no partial credit". To get the bonus, both ends and all tiles in between must be paved. If there are different levels (e.g. +1 for brick, +2 for concrete) then the lowest bonus would apply. I like this wording. One detail that isn't necessarily a big...
- Sun Mar 10, 2019 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Underground infrastructure in concrete
- Replies: 15
- Views: 2520
Underground infrastructure in concrete
Hello, factorians. I have an idea - only a concept, I didn't figured out how to formalize it so that it worked properly. Make concrete (and stuff) to increase underground pipe/belt max distance. I would like to hear your opinions: - Would it be too complex mechanic? - How to implement it so this mec...