Page 1 of 1

New modules for the armor

Posted: Thu Aug 08, 2019 5:19 pm
by Yandersen
Few things came to my mind.

1) "Jetpack".
Image
It is hard to resist using Helicopters. The convenience the heli brings when travelling through the maze of the big base simply forces you to forget how OP is it when it comes to wiping up the biters. Heli just completely kills the spirit of challenge which this task is supposed to deliver to the player. But traveling usage of Heli has some limitations - startup time, valnurability at low altitude, availability (waiting for called heli). Not so good if you just want to quickly pass by an oil processing facilities without trapping into an annoying pipe web.
Therefore I propose a mild alternative - a module for the modular armor that lifts you over the terrain and let's you fly over obstacles when toggled on (similar to the activation/deactivation of exoskeleton). An electric device consuming a big deal of power (around 1 MW or so). Considering possibilities of landing into water or unpassable terrain - water=death, unpassable terrain=stuck.
Would also be nice if toggling on the jetpack would change the character's appearance also.

2) Charging plug.
A feature many times proposed, and still, can't find an implementation I would like. :P Feels ridicules to wait for batteries to charge up standing in the middle of the base overflowing with gigawatts of power. A must-be module, IMO. Personal solars and fusion reactors are good, but really, no way to charge up your suit from the power lines?!

Just those two for now. :)

Re: New modules for the armor

Posted: Thu Aug 08, 2019 8:49 pm
by mat1k
Yandersen wrote:
Thu Aug 08, 2019 5:19 pm

*snip*

2) Charging plug.
A feature many times proposed, and still, can't find an implementation I would like. :P Feels ridicules to wait for batteries to charge up standing in the middle of the base overflowing with gigawatts of power. A must-be module, IMO. Personal solars and fusion reactors are good, but really, no way to charge up your suit from the power lines?!

Just those two for now. :)
I toyed with this once in0.16 but couldn't figure it out. Was trying to utilize the roboports logistics area by adding wireless charging while inside it. Was going to create a module you installed in you armor that received the power.

Re: New modules for the armor

Posted: Mon Aug 19, 2019 5:49 pm
by Gunter.
The armor charging thing already exists as a mod, works pretty good.
Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss

https://mods.factorio.com/mod/Induction%20Charging

Re: New modules for the armor

Posted: Tue Aug 20, 2019 4:15 pm
by Yandersen
Gunter. wrote:
Mon Aug 19, 2019 5:49 pm
The armor charging thing already exists as a mod, works pretty good.
Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss

https://mods.factorio.com/mod/Induction%20Charging
Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics... ;)

As I said, I could not find any mod that I would like, I am not saying there is no options exist. The closest one is Personal Transformer, but it seem abandoned in a somewhat raw condition.

I think the most believable approach would be a small charging station like for Tesla cars - just get close to it to get your suit quickly charged. But from gameplay point of view, the best would be smg like the mod mentioned above, if only anyone can hook it up, balance and polish.

Re: New modules for the armor

Posted: Wed Aug 21, 2019 6:21 pm
by slippycheeze
Yandersen wrote:
Tue Aug 20, 2019 4:15 pm
Gunter. wrote:
Mon Aug 19, 2019 5:49 pm
The armor charging thing already exists as a mod, works pretty good.
Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss

https://mods.factorio.com/mod/Induction%20Charging
Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics... ;)
...and this is where you draw the line on suspending disbelief, and not, eg, the human-portable fusion reactor?

Anyway, sounds like you want one of: The first one is pretty much exactly what you describe, down to the charging station to refill the power packs with energy once they are exhausted.

Though, uh, I imagine you will have a problem with them, too, since current battery technology gives us a density of 0.36–0.875 MJ per KG, so the larger charge pack there is 350MJ, or 400KG of battery to lug on your back. Only 200 if you can suspend disbelief enough to double the energy density over current lithium-ion batteries. Sodium ion, and lithium-sodium, batteries are a bit better than simple lithium ion, or so claims run, though current examples have a lower energy density.

If you really wanted to look toward a person-portable power source that fits with , 350MJ is only about 7-8 KG of petrol, or some similar gas or liquid hydrocarbon. You could lug that around a touch more easily. Nothing much looks like beating out petrochemicals for density any time soon. If that tickles your realism tastes instead, you might be interested in https://mods.factorio.com/mod/CW-hydrogen-power instead, which provides a path through realistic technologies -- at unrealistic energy densities, I think, given hydrogen runs 110-140 MJ/kg, but I didn't dig too deep into their implementation, and they don't mention specifics in the description.

It also has a human portable deuterium fusion reactor, though, so your suspension of disbelief is probably gonna take a real dint there too. Sorry. Guess a person who can survive a ship destroying crash without harm, hand-mine ore and forge automated mining systems without advanced tooling is just stuck with unrealistic energy volumes... :)

Re: New modules for the armor

Posted: Wed Aug 21, 2019 9:07 pm
by Yandersen
slippycheeze wrote:
Wed Aug 21, 2019 6:21 pm
Yandersen wrote:
Tue Aug 20, 2019 4:15 pm
Gunter. wrote:
Mon Aug 19, 2019 5:49 pm
The armor charging thing already exists as a mod, works pretty good.
Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss

https://mods.factorio.com/mod/Induction%20Charging
Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics... ;)
...and this is where you draw the line on suspending disbelief, and not, eg, the human-portable fusion reactor?

Anyway, sounds like you want one of: The first one is pretty much exactly what you describe, down to the charging station to refill the power packs with energy once they are exhausted.

Though, uh, I imagine you will have a problem with them, too, since current battery technology gives us a density of 0.36–0.875 MJ per KG, so the larger charge pack there is 350MJ, or 400KG of battery to lug on your back. Only 200 if you can suspend disbelief enough to double the energy density over current lithium-ion batteries. Sodium ion, and lithium-sodium, batteries are a bit better than simple lithium ion, or so claims run, though current examples have a lower energy density.

If you really wanted to look toward a person-portable power source that fits with , 350MJ is only about 7-8 KG of petrol, or some similar gas or liquid hydrocarbon. You could lug that around a touch more easily. Nothing much looks like beating out petrochemicals for density any time soon. If that tickles your realism tastes instead, you might be interested in https://mods.factorio.com/mod/CW-hydrogen-power instead, which provides a path through realistic technologies -- at unrealistic energy densities, I think, given hydrogen runs 110-140 MJ/kg, but I didn't dig too deep into their implementation, and they don't mention specifics in the description.

It also has a human portable deuterium fusion reactor, though, so your suspension of disbelief is probably gonna take a real dint there too. Sorry. Guess a person who can survive a ship destroying crash without harm, hand-mine ore and forge automated mining systems without advanced tooling is just stuck with unrealistic energy volumes... :)
Nah, all those options with rechargeable modules are not a neat solutions - have to visit the armor grid tab. Would be good, if the fuel taken from the main inventory automatically, but it does not seem to work that way, right?

I still think that Personal Transformer mod is the best approach, if polished out.

Re: New modules for the armor

Posted: Thu Aug 22, 2019 1:35 pm
by slippycheeze
Yandersen wrote:
Wed Aug 21, 2019 9:07 pm
Nah, all those options with rechargeable modules are not a neat solutions - have to visit the armor grid tab. Would be good, if the fuel taken from the main inventory automatically, but it does not seem to work that way, right?
No, like every single entity that consumes something to generate power, you have to either automate refilling it, or you need to do that by hand. Best of luck finding your unicorn, though. :)