Search found 125 matches
- Tue Aug 13, 2024 6:48 am
- Forum: Ideas and Suggestions
- Topic: The Blueprint Hub
- Replies: 49
- Views: 4961
Re: The Blueprint Hub
First off, I voted "yes". The reason being that, I am going to generally be more favorable to things that give us more options, even if I would never use it. For, if nothing else, perhaps someone else will and their day will be a little better for it. Please don't vote no because someone w...
- Fri Aug 09, 2024 2:18 am
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20161
Re: Friday Facts #422 - Tesla Turret
I want them to build on this turret and give us an Ion Cannon satellite we can launch. Then we can build a remote and call down the "Thunder of God" anywhere in the world, once the satellite has charged up of course. Be like the GDI Ion Cannon from the original C&C.
- Wed Aug 07, 2024 7:48 am
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20161
- Wed Aug 07, 2024 7:08 am
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20161
Re: Friday Facts #422 - Tesla Turret
[Moderated by Koub : response to now moderated off topic post]
- Tue Aug 06, 2024 8:25 am
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20161
Re: Friday Facts #422 - Tesla Turret
It needs a earth ground plate where the electricity is discharged. And no ground/dirt won't do. Magical Electricity, Magical pipes, Magical well transport belts.. Lightning doesn't need a ground plate, dirt is just fine. Ok so you think it doesn't need a ground plate? ... You say dirt is fine? Well...
- Mon Aug 05, 2024 2:40 am
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20161
Re: Friday Facts #422 - Tesla Turret
Okay so this is the first serious suggestion from me I think. I like the Tesla Turret in terms of visual design. But the actual "shot" is very uninspired in my opinion. Please consider having the Tesla Turret fire like this: It locks onto a target, like it does now. It "shoots" ...
- Mon Aug 05, 2024 2:31 am
- Forum: Gameplay Help
- Topic: Help with my setup, please tell me whats wrong
- Replies: 5
- Views: 964
Re: Help with my setup, please tell me whats wrong
Which side of the inputs is fed coal and which is fed iron ore does not matter. What matters is that you will need 3 kinds of inserters. Long inserters, regular inserters (or fast), and filter inserters. You missed the reason behind needing filter inserters, which is to ensure the furnaces that sho...
- Sun Aug 04, 2024 6:57 am
- Forum: Gameplay Help
- Topic: Help with my setup, please tell me whats wrong
- Replies: 5
- Views: 964
Re: Help with my setup, please tell me whats wrong
Yeah, those double smelter setups for steel are meant to take in raw iron ore and coal. The Iron ore is fed to the outer smelters only. The inner smelters then take the iron and feed it to the inner ones to produce steel. Which side of the inputs is fed coal and which is fed iron ore does not matter...
- Sat Aug 03, 2024 9:37 am
- Forum: Gameplay Help
- Topic: How Factorio calculates steam power?
- Replies: 5
- Views: 1093
Re: How Factorio calculates steam power?
It is as Leowchen said, the game utilizes all available power generators at an equal level based as a % of total possible power output. You have a power demand of 60 KW. You have 2 sources of electricity to meet that demand; 3 steam engines and 1 steam turbine. The total potential power available, i...
- Sat Aug 03, 2024 9:22 am
- Forum: Gameplay Help
- Topic: Why are my nuclear reactors losing temperature?
- Replies: 8
- Views: 1137
Re: Why are my nuclear reactors losing temperature?
Yeah, if you have too many heat exchangers for a given number of reactors (should be 1 per every 10 MW of heat produced for all reactors in a given setup at maximum) then they will draw off excess heat and your reactors will cool down until the reach 500C. Then the heat exchangers will bottleneck on...
- Sat Jul 06, 2024 5:31 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 49899
Re: Friday Facts #418 - Space Age release date
I would guess there will be some really hacky conversion scripts to maintain 1.1 compatibility for base save games (without expansion). But I would also guess that there will be some quirks involved. What I think will be totally unavoidable is that the terrain generation of existing saves will be b...
- Sat Jul 06, 2024 12:32 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 49899
Re: Friday Facts #418 - Space Age release date
This is the first game I have ever wishlisted on Steam. Can. Not. Wait!
- Fri Jun 28, 2024 9:04 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 27052
Re: Friday Facts #417 - Space Age development
The first gameplay draft was made in less than 2 weeks and was a vertical slice for the entire expansion. It was sort of a blue-sky concepting stage where I could try a lot of different things to see what sticks. To make things more difficult though, there was a lot of initial reluctance to have al...
- Thu Jun 27, 2024 8:44 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59295
Re: Friday Facts #414 - Spoils of Agriculture
Lets introduce the fridge wagon ! :idea: :idea: :idea: If a fridge wagon contains any item inside, then wagon turn on cooling. +1 I like the concept. Might also add refrigerated chests as well. Make the swap from chest/logistics chest to "refrigerated chest/refrigerated logistics chest" b...
- Wed Jun 26, 2024 7:56 pm
- Forum: Outdated/Not implemented
- Topic: Burner inserter is misplaced
- Replies: 8
- Views: 1075
Re: Burner inserter is misplaced
There is another way to approach your issue of burner inserters being useless in your eyes. I think this could also be tested as a mod as well. Do the following: 1) Reduce the players crafting speed from 1 to 0.1. This makes assemblers much more valuable as soon as you unlock them. 2) Remove the abi...
- Wed Jun 26, 2024 7:50 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59295
Re: Friday Facts #414 - Spoils of Agriculture
Lets introduce the fridge wagon ! :idea: :idea: :idea: If a fridge wagon contains any item inside, then wagon turn on cooling. Wagon which turned cooling on, is supported by locomotive - it consumes additional 300kW/s. Speed of train regardless. Consumption 300kW is per wagon, which means a train :...
- Wed Jun 26, 2024 12:41 am
- Forum: Outdated/Not implemented
- Topic: Burner inserter is misplaced
- Replies: 8
- Views: 1075
Re: Burner inserter is misplaced
Did you miss the part where this is a game, so it should follow general game design rules? People skip the burner inserter now because it has no purpose, no place in a base or in progression. It is not part of progression. Also running advanced tech is not easier than running ancient tech. Just tak...
- Sun Jun 23, 2024 3:09 pm
- Forum: Outdated/Not implemented
- Topic: Burner inserter is misplaced
- Replies: 8
- Views: 1075
Re: Burner inserter is misplaced
This is such a bad idea... Machine progression in Factory is based, not on what is harder, but what is more technologically advanced. In keeping with that idea, it follows the real world trend that technology advances to improve existing things. Improvements in technology are deliberately designed a...
- Fri Jun 21, 2024 9:51 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 74837
Re: Friday Facts #416 - Fluids 2.0
I am really glad to see gameplay taking front seat to realism with fluids finally. I been an advocate for something like this for years now. The fact that fluids weren't getting changed is actually one of the reasons I just quit posting on the forums at all. The fact that fluid behavior wasn't very ...
- Sun Jun 16, 2024 6:08 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59295
Re: Friday Facts #414 - Spoils of Agriculture
As cool as such a mechanic would be and as nice to have baseline, there is a mod that can handle that for now.
https://mods.factorio.com/mod/Blueprint ... able-Trees