10) I hope boiler mk2 will be electric powered. It's strange that with everything that can be electricity-powered, only boilers sill are not.
Since there is currently no application for boilers EXCEPT for heating up liquid to make electricity, an electricity-powered boiler would be roughly analogous to a solar-powered flashlight.
Might sound so. Indeed the point are not the boilers, but the storing of the hot water in tanks.
See https://wiki.factorio.com/index.php?tit ... r_in_tanks
A completely filled tank with water at 100 degrees stores 212 Megajoules! This is the equivalent to 42 Basic accumulators, but the tank needs only 3x3 tiles of space. This way you can store much more energy in a much smaller place: 23.5 MJ / Tile vs. 1.2 MJ / Tile
I don't know, if that is really up to date, but if not it should not have changed too much. Also eventually interesting: https://wiki.factorio.com/index.php?tit ... r_in_tanks
And this becomes much more interesting with nuclear energy (and other energy creation ideas: viewtopic.php?f=80&t=31440
) : Players wants some energy storage.
See below "Storing energy" in viewtopic.php?f=80&t=31440
. There are more, but I just linked the most actual ones.
You need also to know, that solar panels are one of the most discussed subjects about balancing: viewtopic.php?f=16&t=18613
Solar panels less of a no-brainer
There are many ideas about making storage much more important. See viewtopic.php?f=80&t=342
Events (Environmental Disasters and Weather) / Biome-Types
And in discussions around nuclear energy there is a lot of agreement, that nuclear energy should be "slow" in the way, how fast it reacts to changes in power usage. This means: you need fast storage of energy.
So to conclude it: Electric boilers to create hot water is in my eyes a good idea to have some kind of "emergency energy backup". [And AFAIK such boilers needs to be implemented into the game, cause it cannot be modded easily: Implementations based on the current boilers would eat up too much CPU; you need some Lua-Script that shifts the consumed energy (by a accumulator-entity or so) into the boiler.]
But I don't want to hide: Another direction to store energy (also quite interesting) would be producing for example ethanol out of the air (CO2 + H2O + Power --> CH2 (methylen-group) + some O2 , air-cleaning and producing pre-products for oil and fuel
, I mention this only, cause this is currently researches in reality and the results are really promising).
And we don't need to mix this up: Energy production is in my eyes a cool thing, when we speak about different speeds in availability. Every kind of energy should have their pros and cons.
Hot water for example is - correctly built - very fast available, nuclear energy should be in my eyes much slower.
It will literally not work. That kind of contraption shouldn't even start. It's literally this.
Hehe... Well, the boilers have of course the same priority-level as accumulators, so that the don't consume energy, when not enough energy available. And more complex switching: Use circuits and power-switches.
I'd love an ability to use construction bots (or alike) at early stages of the game. Even just being able to lay blueprints and make them built at arm-reach automatically, as you get through ghost buildings would be super neat.
Also copy-pasting and cut-pasting sections of the base, like when you realize you've misaligned a whole bloc of your factory by one tile, and you have to tear ir down to rebuild it by hand (because, well, robots are blue science y'know
Well, also my opinon.
There is this big subject, which needs (in my opinion) to be known to understand the relations to other fields:
viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprinting and more...).
Read the points about "Cloning
", that is a technique which is relevant BEFORE blueprints are available. The basic principle with cloning (it's just a name, replace it with anything you like) is, that the player is able to copy a (small) areas and paste it anywhere in reach. It's not told, how to place objects, it could be some kind of "magic" or kind of robots, or you need to use "capsules"; I don't know, the details are not relevant here.
What's relevant? Well, that mentioned subject is quite old. In my eyes it should work currently like so:
- Copy/paste should work from begin on with ghosts
. Meaning: You can currently place single ghosts. I see no problem to place multiple ghosts at once. That is also a super useful-planing tool for multiplayer.
- Some research and items are needed to have the ability for ghost-placing: You place a ghost and if you come near enough to that ghost and holding a tool and have the right items, it is placed.
- I think also blueprints before you have construction bots is a good idea. With the stored blueprints in the blueprint-books from former game, you can improve early game a lot. I think creating such books
, that enable fast early game for example, would keep many players engaged. In my opinion this can become the same "level of fun" as mods already have.
- Some research might increase the radius of this tool. And when I speak about a tool: Perhaps it's not a tool, it's robot-capsules, that work for a minute until destroyed. Again: The "How" is not relevant yet.
factoriouzr wrote:+we should be able to copy and paste from a factory to an inserter and it should set the filter to the same good as being produced by the factory
I thought you could already do that, or maybe only to request container (which has same effect)?
Indeed you can do both.
personally I think a Pause toggle for personal Logistics slots, Personal trash slots and your Personal roboport sending out construction Bots and Actinng as a Provider chest would be nice.
There are a lot more suggestions: viewtopic.php?f=80&t=20566
Changes for the Personal Roboport
One of them are such a switch. Another one was, that the bots don't wait for orders and get lost (e.g when driving train). I don't know, how much of the issues are currently fixed, but with each version it was better.
Stevepunk wrote:There is only 1 enemy faction (the biters) and only 3 enemy types (biters, spitters and worms). Even the evolution system is limited to a few stages.
There are a lot of ideas: viewtopic.php?f=80&t=3440
Enemy Variations / Enemy Variety / New Enemies / Boss
I think the favorites are:
- Underground enemies, that dig tunnels and they suddenly appear in the middle of your base
- Thieve enemies, that steal your produces items.
Both is difficult to implement and I don't think this will come before 1.0.
But at this point I like always also to point to viewtopic.php?f=80&t=3440
What do biters do in their spare time? (Pheromone pathfind)
which might be a way to become completely different (and unforeseeable) behavior.
The world is infinite but there's no point to exploring it if everything is the same. And there's no point to different research paths if everything is the same.
Indeed. The current world-generator does in my eyes a very good job, but compared to other games we need to create 50-100 times bigger maps, which results (cause area has x and y direction) in 2500 - 10,000 bigger areas. A map-editor is only of limited use with that sizes (create a small production site). :/
There is this subject: viewtopic.php?f=80&t=13022
World Generation / Map Generator / Game Modes / Scenarios / Biomes
which describes a way to autogenerate worlds, composed out of layers of worlds and chooing the right "layers", like photoshop.