Search found 354 matches

by leadraven
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 ...
by leadraven
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...
by leadraven
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.
by leadraven
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...
by leadraven
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.
by leadraven
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'...
by leadraven
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...
by leadraven
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?))
by leadraven
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.
by leadraven
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...
by leadraven
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?
by leadraven
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...
by leadraven
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 ...
by leadraven
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...
by leadraven
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...
by leadraven
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?!
by leadraven
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!
by leadraven
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.
by leadraven
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...
by leadraven
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...

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