Search found 21 matches

by Hovel
Fri Sep 27, 2024 11:26 am
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41609

Re: Friday Facts #430 - Drowning in Fluids

Wait, I don't get the splitting of pipelines. In the example video there is only a pump placed on one of the two lines going out of the T-split. Why doesn't the line going down need a pump?
by Hovel
Fri Jul 12, 2024 11:11 am
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 119
Views: 21928

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Splitframe wrote: ↑Fri Jul 12, 2024 11:06 am What benefit do legendary quality Display Panels provide?
8K resolution
by Hovel
Fri Jul 05, 2024 11:19 am
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 49924

Re: Friday Facts #418 - Space Age release date

Something that caught my attention is a "new turret"?

Also thought that right next to it was a jetpack, but that is probably the platform truster.

Image
by Hovel
Thu Jun 27, 2024 1:27 pm
Forum: Ideas and Suggestions
Topic: Addition to fluids 2.0
Replies: 1
Views: 362

Addition to fluids 2.0

I am aware that the FFF fluids 2.0 is closed. It is not my intention to continue the same discussion here. I only like to share my idea to add to the new fluids 2.0 system. TL;DR Add more challenge to fluids, but not changing the new fluid 2.0 system. What ? As a process engineer I have done quite a...
by Hovel
Fri Sep 29, 2023 1:01 pm
Forum: General discussion
Topic: Quality Poll
Replies: 22
Views: 4226

Re: Quality Poll

Don't forget: after we have decised what the final names will be in English, we cant have serveral more discussions for all the other languages. That why I think using quality level/tier I, II, III, IV, V or 1, 2, 3, 4, 5 would be the best option. This will translate a lot easier. Multiple items alr...
by Hovel
Fri Sep 29, 2023 12:45 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 105742

Re: Friday Facts #378 - Trains on another level

Can we walk on the bridges? You can't. biters also can't walk it. If you can't walk on the rail bridges, how will you build long bridges? Only by riding the train and having personal roboports? This seems a bit restricted. I can understand you are trying to avoid biters to cross, but the engineer(s...
by Hovel
Tue Feb 28, 2017 9:15 pm
Forum: Multiplayer / Dedicated Server
Topic: [linux] Dedicated server init script
Replies: 115
Views: 124840

Re: [linux] Dedicated server init script

Bisa, Please help me out. I'm running a ubuntu server at home and I'm trying to setup a headless server. I'm still new to linux, but I know how to run a headless server. But I read everywhere I should use your init script in combination with the updater from narc0tiq. I can see why an updater would ...
by Hovel
Mon Jan 09, 2017 3:52 pm
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 8039

Re: Complete nuclear implementation concept

You know, this could be one of two possible paths for fission power which could both exist in the game. The other could require the use of a chemical plant to isolate heavy water for the moderator in the reactor, but letting you skip the enrichment steps for new fuel. Either way, nuclear weapons co...
by Hovel
Mon Jan 09, 2017 3:45 pm
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 8039

Re: Complete nuclear implementation concept

You are right in that safe waste storage needs to be an ongoing problem-mostly my beef is with dedicated low/high level waste storage, and the inability to ferry the stuff with drones, players or trains. (Trains in particular-without them, the only way to safely transport waste over long distances ...
by Hovel
Fri Jan 06, 2017 9:39 am
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 8039

Re: Complete nuclear implementation concept

I would like to reiterate points from previous thread re: 1.Barrelling, separated storage and rad shielding(concrete chests) of radioactive material, radioactive effects on nearby players and other organic entities, 2.More uses for flourine: flouropolymer/Teflon, the aforementioned poison capsules,...
by Hovel
Fri Jan 06, 2017 9:00 am
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 8039

Re: Complete nuclear implementation concept

I think this is a cool work, you must have set hours for this post. The problem is: I think most of the nuclear power has already been implemented. :) I was kinda counting the hours, but it's at least 20 hours. When I was making the drawings, I figured some ratio or flow won't work. That's why I wh...
by Hovel
Fri Jan 06, 2017 8:49 am
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 8039

Re: Complete nuclear implementation concept

Great write up! There are several mods that currently do add in Nuclear capability. All have different approaches. I think combining ideas either into one large mod or perhaps integrate into the live game is a great idea. Some additions I thought of while reading. - Radiation resistant items: -----...
by Hovel
Thu Jan 05, 2017 3:45 pm
Forum: Ideas and Suggestions
Topic: Multi platform stations should show their name only once.
Replies: 3
Views: 1886

Re: Multi platform stations should show their name only once.

Wouldn't it also be great that a station with multiple platforms act as 1 station for scheduling. Train would then look for an available platform.

Downside would be to add a filter to the unloading lines.
by Hovel
Thu Jan 05, 2017 3:28 pm
Forum: Ideas and Suggestions
Topic: Complete nuclear implementation concept
Replies: 12
Views: 8039

Complete nuclear implementation concept

Dear fellow factorio lovers, A while back I wanted to start a discussion on how nuclear power should be implemented in the game. My first idea was to discuss everything step by step. But like a factorio factory, everything is connect to everything. I had a clear idea in my head, but wanted to struc...
by Hovel
Tue Nov 22, 2016 10:53 am
Forum: Ideas and Suggestions
Topic: Option: Grid While Placing Item
Replies: 12
Views: 4588

Re: Option: Grid While Placing Item

I'm constantly having to count out tiles when putting Assemblers 3 tiles apart or planning belt paths or trying to work out the damn Roboport's hitbox but I can't stand the grid because it's somewhat obscuring. How about an option for just a small, 3 tile fading grid from the object: PlacementGrid....
by Hovel
Tue Nov 22, 2016 10:20 am
Forum: Ideas and Suggestions
Topic: [Nuclear power] Mining and processing Uranium
Replies: 8
Views: 6266

Re: [Nuclear power] Mining and processing Uranium

Batteries in factorio are a fairly short and linear process, and the components used can also be used elsewhere (sulfuric acid, the least versatile component, is still used in Processing Units, and raw sulfur can be used in explosives...) In general, all items in factorio have at least two possible...
by Hovel
Mon Nov 21, 2016 2:53 pm
Forum: Ideas and Suggestions
Topic: Electric Network Info Re-Design
Replies: 9
Views: 4835

Re: Electric Network Info Re-Design

Energy consumption and production are always the same. Without a buffer it would create a power dip. That's why steam engines speed up and down, depending on the required amount of energy. But they can only go as far as their maximum production. Maybe we need a bar that shows the maximum energy prod...
by Hovel
Mon Nov 21, 2016 2:31 pm
Forum: Ideas and Suggestions
Topic: [Nuclear power] Mining and processing Uranium
Replies: 8
Views: 6266

Re: [Nuclear power] Mining and processing Uranium

Pretty cool insight into what may be coming in 0.15. However, is the process as you have (nicely) Laid out here too complicated? I wonder how much depth the devs will be willing to put into things, considering how comparatively light other production chains are in the vanilla game. My two cents wou...
by Hovel
Mon Nov 21, 2016 2:15 pm
Forum: Ideas and Suggestions
Topic: Maintenance Required
Replies: 17
Views: 4591

Re: Maintenance Required

Another idea would be to require "maintenance parts" to operate at 100% efficiency after a specific amount of time. If ignored, productivity drops to a minimum, let's say 50%. To keep up the 100% effeciency, it would require the following (for example): assembling machine 1 requires 1 repa...
by Hovel
Mon Nov 21, 2016 1:23 pm
Forum: Ideas and Suggestions
Topic: [Nuclear power] Mining and processing Uranium
Replies: 8
Views: 6266

[Nuclear power] Mining and processing Uranium

Dear fellow Factorio players, I would like to create a topic to discuss the idea's how to implement nuclear power. FF#164 has giving a clear base of how the dev's are planning to implement nuclear power plants and the specific mechanics and principles. Therefor I'm adopt the comments writen in the F...

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