Search found 13 matches
- Sat Apr 27, 2019 1:32 pm
- Forum: Ideas and Requests For Mods
- Topic: Mobile artillery turrets
- Replies: 9
- Views: 5509
Re: Mobile artillery turrets
It might be possible to do this with a two-in-one vehicle using a tank and a semi-invisible artillery wagon ( could display as the turret but no other interaction), the Helicopter mod uses several linked vehicles to achieve animations. The artillery could then be given a low automatic range and then...
- Fri Apr 05, 2019 1:29 pm
- Forum: Balancing
- Topic: Blue science pack take too long!
- Replies: 3
- Views: 2494
Re: Blue science pack take too long!
Honestly, i wouldn't mind if blue were produced two every 12 seconds. It would fit the gap better.
- Sat Jan 13, 2018 4:40 am
- Forum: General discussion
- Topic: Nuclear fuel in car
- Replies: 3
- Views: 2142
Nuclear fuel in car
Has anyone tried using this awesome fuel in a car yet? My guess is that it would take you back in time to a time before you built the car, with the aid of a tree, rock, cliff, etc.
- Sat Jan 13, 2018 4:10 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 425400
Re: Friday Facts #225 - Bots versus belts (part 2)
Really liking the Splitter features, can't wait to try it out. One way to make the compression on belts work would be to use loaders. They could stack items on belts, or even make the containers work inline with belts. With boxing it would be like belt in box out, and reverse it on the other end. It...
- Sat Jan 06, 2018 4:52 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 396302
Re: Friday Facts #224 - Bots versus belts
Factorio is a game about automation and optimization. I don't see the removal of bots as they are a powerful tool for automation. I've read the first several pages, and plan to read more later, but most proposed changes to bots would likely only hurt performance. Buffing belts would bring a more bal...
- Sat Dec 23, 2017 12:49 am
- Forum: News
- Topic: Friday Facts #222 - Christmas avalanche
- Replies: 130
- Views: 61216
Re: Friday Facts #222 - Christmas avalanche
Consider this, Fluid wagons currently hold 75k fluid which can be separated into up to three different types. Cargo wagons with barrels can hold 100k fluid in up to 40 varieties. Back in 0.12 a practical wagon would be half full and half empty barrels, meaning that on a practical level it is easy to...
- Sat Dec 16, 2017 4:23 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 65393
Re: Friday Facts #221 - 0.16 is out
Compression: Sideloading should remain as it is used extensively with splitters Inserters are fine not compressing, and the underground trick should stay removed as this behavior should be consistent on all belt types Logistics: Providers priority should be: Active>Storage>Buffer>Passive Request pri...
- Sat Sep 09, 2017 2:56 am
- Forum: News
- Topic: Friday Facts #207 - Lua noise specification
- Replies: 45
- Views: 26765
Re: Friday Facts #207 - Lua noise specification
It seems to me it would make more sense to allow the program to create the map. Then allow a limited visual of the players starting area. Allow the player to pick the spot for him to begin in. Rather than having program pick the spot, design the area, just keep the player off an island. I've seen t...
- Fri Jul 07, 2017 9:03 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 73594
Re: Friday Facts #198 - Rail segment visualisation
I think having it visible when hovering over a segment of rail would be a good idea. It would only have to show that block and connected other blocks. If it becomes an option for a whole screen, map view might be too big, but a similar toggle for non-map view would fit.
- Fri Jul 07, 2017 5:41 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Reusable Nuclear Fuel Canisters
- Replies: 3
- Views: 1671
Re: [Request] Reusable Nuclear Fuel Canisters
I'm not familiar with the inner workings of reactors IRL, but why worry about radiation exposure if its just going back in the core anyway?
- Fri Jul 07, 2017 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Productivity Modules: Better bonus calculation
- Replies: 4
- Views: 1775
Re: Productivity Modules: Better bonus calculation
I had the same thought and did a search to see if anyone suggested this already. Disabling use of productivity modules in the Kovarex Process just seems like a quick fix to me rather than a solution. The Net Gain effect would require changing the mechanic to work for looping recipes, but it would no...
- Wed Jul 05, 2017 5:01 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Reusable Nuclear Fuel Canisters
- Replies: 3
- Views: 1671
[Request] Reusable Nuclear Fuel Canisters
Simple idea really, but use a fuel canister to make fuel cells which is then regained when spent fuel is reprocessed. I'm sure this idea is nothing new, so i'm surprised there isn't a mod already. Big advantage is that it would keep iron from being consumed by a nuclear reactor past the initial setu...
- Wed Jun 21, 2017 11:27 pm
- Forum: Energy Production
- Topic: Adaptable Nuclear Power Plant and addons
- Replies: 1
- Views: 3177
Adaptable Nuclear Power Plant and addons
There are a lot of all-on/all-off systems but not adaptable ones. I created this adaptable nuclear setup that automatically fuels enough reactors for a base, adjusting to different loads. Design Goals: 1. be adaptable -- automatically changes based on power demand 2. simple -- requires little circui...