Search found 38 matches

by Fortanono
Fri Jan 13, 2017 4:33 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 89762

Re: Friday Facts #173 - Nuclear stuff is almost done

A quick thought: The centrifuge needs more uses. The best idea I had was to make a new endgame tier of materials using the centrifuge, basically processing ores like iron and copper to get niche metals you need for rocket parts. Would add more diversity to the endgame and make it less like "wai...
by Fortanono
Sun Dec 04, 2016 3:39 pm
Forum: Outdated/Not implemented
Topic: A way of obtaining nuclear fuel
Replies: 5
Views: 2643

Re: A way of obtaining nuclear fuel

Okay, makes sense. I just don't want a useless ore that you can mine but doesn't do anything early on; just doesn't feel right. Maybe centrifuges that break down iron/copper ore to give you uranium? EDIT: Also, I'd prefer if you moved this from "outdated". I've clarified that this isn't ab...
by Fortanono
Sat Dec 03, 2016 12:14 am
Forum: Outdated/Not implemented
Topic: A way of obtaining nuclear fuel
Replies: 5
Views: 2643

Re: A way of obtaining nuclear fuel

ssilk wrote:Please make your suggestions to the mod author of the mod that introduces that. :)
This board is about suggestions to vanilla Factorio only.
Sorry. I only brought the mod up as an example. I meant it for vanilla. :P
by Fortanono
Thu Dec 01, 2016 2:19 pm
Forum: Outdated/Not implemented
Topic: A way of obtaining nuclear fuel
Replies: 5
Views: 2643

A way of obtaining nuclear fuel

Something that annoys me about nuclear mods is how you have an ore just sitting around until the endgame. Oil is fine cause you can't actually MINE IT until you can use it, but this is different. So I thought, if they're removing artifacts, why not hide oil-like uranium deposits under alien nests? T...
by Fortanono
Sun Oct 16, 2016 12:01 am
Forum: Ideas and Suggestions
Topic: Graphite: Giving Light Oil a Use
Replies: 1
Views: 1655

Graphite: Giving Light Oil a Use

Currently, Light Oil has no use. However, I have a fix for that. Nuclear power plants are coming in 0.15, so I thought, why not think of a good mid-tier ingredient for them? Graphite is used in nuclear power plants and since I don't want to add lead to the game, this works the best for the main comp...
by Fortanono
Fri Sep 09, 2016 6:33 pm
Forum: News
Topic: Friday Facts #155 - Settling into fall
Replies: 63
Views: 35141

Re: Friday Facts #155 - Settling into fall

Amazing optimizations. This will allow people to make even more amazing combinator setups! I don't personally know, but I would guess the same as with turrets when going from 0.11 to 0.12 - both pumps will be there, the graphics will just look broken as they will be partially on top of each other.T...
by Fortanono
Fri Sep 09, 2016 6:32 pm
Forum: Ideas and Suggestions
Topic: Three Turbines: A new way of power from oil
Replies: 1
Views: 1272

Three Turbines: A new way of power from oil

Solid fuel. You take oil and you turn it into this incredibly unrealistic block of... some black substance instead of burning the oil directly. I propose that, as an alternative to solar, we introduce 3 oil-consuming "turbines", or generators, into the game. 1. The Steam Turbine Well, we a...
by Fortanono
Tue Sep 06, 2016 10:46 am
Forum: Mods
Topic: [0.14] Algaculture - Produce oil from algae!
Replies: 3
Views: 2781

Re: [0.14] Algaculture - Produce oil from algae!

deltdelt wrote:Hey, I make russian language for this mod. Here locale folder :) yadi.sk/d/l8u0yi-nupD98
Thanks! Updated the mod with your translation!
by Fortanono
Mon Sep 05, 2016 11:43 pm
Forum: Mods
Topic: [0.14] Algaculture - Produce oil from algae!
Replies: 3
Views: 2781

[0.14] Algaculture - Produce oil from algae!

Type: Mod Name: Algaculture Description: A more involved Bergius process. Make oil from algae, which in turn is made from water, sulfur and stone. License: MIT, but I don't care about what you do. Version: 1.0.0 Release: 2016-09-05 Tested-With-Factorio-Version: 0.14.3 Category: SimpleExtension Tags:...
by Fortanono
Mon Sep 05, 2016 11:27 am
Forum: Ideas and Suggestions
Topic: @Official Scenario Server
Replies: 6
Views: 3089

Re: @Official Scenario Server

I suggest two infinite tanks on either side of the accumulator: petroleum gas and lubricant. Along with new objectives this could be nice to have.
by Fortanono
Sun Sep 04, 2016 5:59 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 343537

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.0

so I've made a table and it turns out that to make 1 plastic your way it requires: 68.28 of work + 2 stone + 1.2 gas + 25 wood. While vanila is: 0.5 of work + 0.5 of coal + 1.5 of gas. Considering that coal is virtually unlimited with your mod (if you're using tier 2 wood processing, which requires...
by Fortanono
Sat Sep 03, 2016 4:52 pm
Forum: News
Topic: Friday facts #154 - Challenge us
Replies: 61
Views: 32551

Re: Friday facts #154 - Challenge us

Can I make a suggestion? There should be two magic tanks next to the accumulator, one for petroleum gas and one for lubricant. That way, all oil products are available and half the game isn't unsused.
by Fortanono
Thu Sep 01, 2016 12:52 am
Forum: Implemented mod requests
Topic: Support for creating new types of generators
Replies: 3
Views: 1792

Support for creating new types of generators

One thing that is very lacking in the modding API is the way people have to make power generation. Either make a solar panel, add a new fuel/way to heat up water, or use a crap ton of scripts to modify how a steam engine-type functions. What I request is a new kind of prototype for fuel arrays, and ...
by Fortanono
Tue Aug 30, 2016 1:50 am
Forum: Ideas and Suggestions
Topic: Nuclear Expansion: It Shouldn't Be Just About Power
Replies: 0
Views: 1026

Nuclear Expansion: It Shouldn't Be Just About Power

Hey there! So, chances are you've seen my thread on lead as a nuclear reactor byproduct, and chances are you understand exactly why it doesn't work. So, let me rectify that in my ideas for a different type of nuclear materials. This started as a comment, but I think I've fleshed it out enough for it...
by Fortanono
Tue Aug 30, 2016 1:07 am
Forum: Ideas and Suggestions
Topic: Lead: Reactor coolant, bullets and processing units!
Replies: 12
Views: 6134

Re: Lead: Reactor coolant, bullets and processing units!

Yes guys, it's definitely not realistic, but one of the main ideas is having something beyond water for reactor coolant without having a secondary ore. The idea progressed from there.
by Fortanono
Mon Aug 29, 2016 3:29 pm
Forum: Ideas and Suggestions
Topic: Lead: Reactor coolant, bullets and processing units!
Replies: 12
Views: 6134

Re: Lead: Reactor coolant, bullets and processing units!

But i open the "0.15 + 0.16 roadmap" thread and see that its called "nuclear power" not "nuclear industry", so sorry i have to think the most logic way that its power only, atleast for the nearest patch. Btw, have you any real world data what is percentage of lead that...
by Fortanono
Mon Aug 29, 2016 2:11 pm
Forum: Ideas and Suggestions
Topic: Lead: Reactor coolant, bullets and processing units!
Replies: 12
Views: 6134

Re: Lead: Reactor coolant, bullets and processing units!

So by saying "lead will be subproduct of nuclear reaction" you are actually forcing player to use nuclear reactors as a lead producers, which is a very bad thing and should not happen. You will need the power plant to produce not power but some material, that is just not right. So by sayi...
by Fortanono
Mon Aug 29, 2016 1:56 pm
Forum: Ideas and Suggestions
Topic: Lead: Reactor coolant, bullets and processing units!
Replies: 12
Views: 6134

Re: Lead: Reactor coolant, bullets and processing units!

So by saying "lead will be subproduct of nuclear reaction" you are actually forcing player to use nuclear reactors as a lead producers, which is a very bad thing and should not happen. You will need the power plant to produce not power but some material, that is just not right. So by sayi...
by Fortanono
Mon Aug 29, 2016 1:23 pm
Forum: Ideas and Suggestions
Topic: Lead: Reactor coolant, bullets and processing units!
Replies: 12
Views: 6134

Re: Lead: Reactor coolant, bullets and processing units!

aubergine18 wrote:For molten metals, I'd love "open pipes" so you see the glowing molten metal flow down the U-shaped channels to their destination.
That'd be really cool, but I don't think it's needed in any way besides looking cool. Sorry.
by Fortanono
Sat Aug 27, 2016 10:49 pm
Forum: Ideas and Suggestions
Topic: Lead: Reactor coolant, bullets and processing units!
Replies: 12
Views: 6134

Lead: Reactor coolant, bullets and processing units!

With the eventual nuclear power coming up in 0.14, I realize that currently there is no material that is viable to be a reactor coolant besides water, and water is boring. However, I'm already a bit sad that we have to have uranium ore that can't be used until what is most likely post-oil tier but s...

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