Friday Facts #74 - The brainstorming
Posted: Fri Feb 20, 2015 4:21 pm
The news have arrived: http://www.factorio.com/blog/post/fff-74
These 3 things by themselfs will make 0.12 AWESOME.Friday Fact wrote: logistic trash area in player's inventory - get rid of things you don't need by sending them to the logistic system
personal construction robots - speedup of later game stages
automatic railway building - don't micro manage the railways building, just draw the plan and let the robots build it
Place an active provider chest, put stuff inside, pick it up after empty.Friday Fact wrote:logistic trash area in player's inventory - get rid of things you don't need by sending them to the logistic system
Yes, nice, already available as a mod. But how does the pocket integrate with the logistics network's ranges?Friday Fact wrote:personal construction robots - speedup of later game stages
Isn't this the same as placing a blueprint with railroads on it? And if not - why have a separate logic for railroads, but not for belts or even production sites?Friday Fact wrote:automatic railway building - don't micro manage the railways building, just draw the plan and let the robots build it
Solar power plants would have higher output in space, as there is no atmosphere. Also they would produce power continuously, as there is no day/night cycle.deef0000dragon1 wrote:As a suggestion, I recommend that you add a large number of High tech level power systems for the ship as a steam powered space ship, while cool, is not exactally feasible in space, where coal/oil doesn't as far as we are aware, exist.
Then we mine them for resources and build cyborgs and zombies and muahahaMolay wrote:Question though: We go rescue civilians, but then what?
I am not scientist, but if the platform orbits the planet, there would be a "night" cycle of sorts, when the platform orbits around to the opposite side of the planet from where the sun is. I could just be stupid though and have no clue what I am talking about. xDtorham wrote:Solar power plants would have higher output in space, as there is no atmosphere. Also they would produce power continuously, as there is no day/night cycle.deef0000dragon1 wrote:As a suggestion, I recommend that you add a large number of High tech level power systems for the ship as a steam powered space ship, while cool, is not exactally feasible in space, where coal/oil doesn't as far as we are aware, exist.
If you established the platform in near equatorial orbit, yes. As soon as you would leave orbit (relatively, taking into account the distances involved) the planet's shadow would stop being an issue. Also, If you launched your platform into a polar orbit, you would never have to pass the planets shadow. The solar panels would however loose their efficiency the further you would travel from the central star. If the colony ship is parked at the edge of the solar system, the solar power plants would stop working at the far end of the journey. But you can rejoice, since on the white board there is clearly mentions of hydrogen resource gathering and hydrogen reactors.Xterminator wrote:I am not scientist, but if the platform orbits the planet, there would be a "night" cycle of sorts, when the platform orbits around to the opposite side of the planet from where the sun is. I could just be stupid though and have no clue what I am talking about. xDtorham wrote:Solar power plants would have higher output in space, as there is no atmosphere. Also they would produce power continuously, as there is no day/night cycle.deef0000dragon1 wrote:As a suggestion, I recommend that you add a large number of High tech level power systems for the ship as a steam powered space ship, while cool, is not exactally feasible in space, where coal/oil doesn't as far as we are aware, exist.
A new power source would be pretty awesome though!
Man that station platform prototype looks epic. So pumped for the endgame stuffs. Especially looking forward to the part where you have to ship resources up in large quantities.
And end up with random, forgotten chests chests throughout the base. Bots can deliver things, why not let them pick it up? This idea appeals to me.dee- wrote:Place an active provider chest, put stuff inside, pick it up after empty.Friday Fact wrote:logistic trash area in player's inventory - get rid of things you don't need by sending them to the logistic system
That depends on where they travel. If they plan to go anywhere further from the local star than the Factorio planet is, solar panels are as good as useless. Double the distance -> 1/4'th the power.torham wrote:Solar power plants would have higher output in space, as there is no atmosphere. Also they would produce power continuously, as there is no day/night cycle.
You won't end up with forgotten chests if you pick them up for reuse afterwards.onebit wrote:And end up with random, forgotten chests chests throughout the base. Bots can deliver things, why not let them pick it up? This idea appeals to me.dee- wrote:Place an active provider chest, put stuff inside, pick it up after empty.Friday Fact wrote:logistic trash area in player's inventory - get rid of things you don't need by sending them to the logistic system