Search found 15 matches

by Furan
Sun Apr 09, 2017 6:17 am
Forum: Not a bug
Topic: [0.14.22][Linux x64] Map generation Problem
Replies: 7
Views: 3127

Re: [0.14.22][Linux x64] Map generation Problem

The density option scales the noise function: the higher density of patches, the smaller they are.
I like to have more water surface. My maps have only a very small content of desert.
by Furan
Sun Feb 19, 2017 2:55 pm
Forum: General discussion
Topic: If we were to make Factorio more realistic...
Replies: 9
Views: 3981

Re: If we were to make Factorio more realistic...

I would start by correcting some obvious flaws "deviations". See my Realism mod . Trees should have a bigger yield so that the factory could run on wood only for a limited period of time (using drones to chop them down). Turning charcoal or coal into coke (preferably by a single recipe) fo...
by Furan
Sun Feb 19, 2017 2:27 pm
Forum: Mods
Topic: [MOD 0.13.x] Realism
Replies: 5
Views: 5306

Re: [MOD 0.13.x] Realism

Latest minor update. Now waiting for 0.15.
Realism 1.14.15
by Furan
Fri Nov 04, 2016 8:40 pm
Forum: News
Topic: Friday Facts #163 - New rails & New problems
Replies: 66
Views: 38882

Re: Friday Facts #163 - New rails & New problems

The basic pattern of the terrain should also follow the 45 degree perspective.
Image
Look at the frequency of bumps in vertical and horizontal direction. I think this is the reason why the rails look weird.
by Furan
Sat Oct 01, 2016 7:17 pm
Forum: Mods
Topic: [MOD 0.13.x] Realism
Replies: 5
Views: 5306

Re: [MOD 0.13.x] Realism

New version is up for Factorio 0.14.12 New content: Charcoal - wood is no longer usable as fuel (regrettably not even in boilers). Gearbox Forging machine - for basic ingot processing. Tweaking: Electric furnace cannot be used for smelting, only for steel, bricks and pyrolysis. No advanced circuits ...
by Furan
Sun Aug 14, 2016 5:02 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 93271

Re: Friday facts #151 - The plans for 0.14

On another note: why do pumps require electric engines? This makes pumps a pretty late game item, since it requires lubricant (like express belts), while it is the only way to regulate the flow of liquids in pipes. It also means the player cannot craft pumps on the fly (unless they have a supply of...
by Furan
Sat Aug 13, 2016 6:10 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 93271

Re: Friday facts #151 - The plans for 0.14

But don't forget that it's a game not nuclear power plant science class. A healthy mix between realism and toy is mandatory. nonononono, "nuclear power plant science class" is exactly what we need. Just wanted to say that I love the sound of this, especially the idea of accumulators avera...
by Furan
Fri Aug 12, 2016 6:12 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 93271

Re: Friday facts #151 - The plans for 0.14

Ok, very quick: Solar panels with lower efficiency, aging Water: Vapor ratio, temperature, pressure UF6 gas with 235/238 ratio New structures: - Steam generator (higher efficiency than boiler, higher pressure) - Turbogenerator (2 high-pressure sections, double low-pressure section, 14 connections to...
by Furan
Mon Aug 01, 2016 4:03 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 22695

Re: Thoughts on 0.13 Terrain Generation

Ok, let's rewind: 1) Why is there no map in the map editor? 2) What good are the options for zero size of ore patches? Custom map pre-generation? Ok. 3) But most importantly, why is there no longer the "no safe area" option? (Shipwrecking) on the only one clear patch of land with all the r...
by Furan
Sun Jul 24, 2016 5:08 pm
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 42561

Re: Version 0.13.10

Wow, the response time is awesome. Great work !
There is no "no safe area" option. Why? Is it possible to reactivate this option with a mod?
by Furan
Thu Jul 21, 2016 2:01 pm
Forum: Mods
Topic: [MOD 0.13.x] Realism
Replies: 5
Views: 5306

Re: [MOD 0.13.x] Realism

This one seems very promising. Large alien presence and still there are many patches of resources accessible. Shotgun and light armor really helps. With hazard concrete I can safely try permadeath approach :) >>>AAANAAkAAgAEBAYAAAAEAAAAY29hbAMDAwoAAABjb3BwZXItb3Jl AwIDCQAAAGNydWRlLW9pbAIEBAoAAABlbmV...
by Furan
Thu Jul 21, 2016 11:29 am
Forum: Mods
Topic: [MOD 0.13.x] Realism
Replies: 5
Views: 5306

[MOD 0.13.x] Realism

Type: Mod Name: Realism Description: Realistic approach to Factorio License: Public Domain Version: 1.0.0 Release: 2016-07-21 Tested-With-Factorio-Version: 0.13.9 Category: Gameplay Tags: Steel processing, realism, sniper Download-Url: Realism_1.0.0.zip (109 kB) This is a simple mod enhancing realis...
by Furan
Wed Nov 18, 2015 12:19 pm
Forum: News
Topic: Friday Facts #112 - Better noise
Replies: 63
Views: 47620

Re: Friday Facts #112 - Better noise

While you're at it, please consider reworking the structure of the resources. At this point they are generally homogeneous convex patches. I'd like to see stripes resembling stratification. Use a periodic function (triangle wave) on the main terrain noise, ultimately creating distinct or blurred ban...
by Furan
Fri Oct 09, 2015 5:27 am
Forum: Ideas and Suggestions
Topic: From an engineering perspective
Replies: 5
Views: 10279

Re: From an engineering perspective

Of course. I made only a shallow research of the huge amount of ideas presented on this forum.
Soon I will elaborate on the radar idea. Something more specific has just crystalized in my brain.
by Furan
Thu Oct 08, 2015 2:35 pm
Forum: Ideas and Suggestions
Topic: From an engineering perspective
Replies: 5
Views: 10279

From an engineering perspective

First of all, massive congratulation on this fenomenal project! I work in academia and I see a great potential for Factorio in promoting STEM fields. I am now past the point of a really pathological addiction, I finished a very hard game after 70 hours, extremely limited resources and 800 chopped tr...

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