Search found 59 matches

by Phantasm
Fri Feb 14, 2014 6:33 pm
Forum: Ideas and Suggestions
Topic: Automatic steam power control with solar
Replies: 9
Views: 6525

Re: Automatic steam power control with solar

Logic is ultimate thing that solves a lot of problems, energy control included. Sure is... However, how long will it take for us to get a omnipotent logic system? And how complex will it be? That is... There are lots of things that need to be considered to make a suitable design with plenty of poss...
by Phantasm
Fri Feb 14, 2014 5:02 pm
Forum: Ideas and Suggestions
Topic: Automatic steam power control with solar
Replies: 9
Views: 6525

Re: Automatic steam power control with solar

The old thread is about quite different thing. More about generic logical controls over various things and not that much related to power network in any way. Could be extended to it of course.
by Phantasm
Fri Feb 14, 2014 2:19 pm
Forum: Ideas and Suggestions
Topic: Automatic steam power control with solar
Replies: 9
Views: 6525

Re: Automatic steam power control with solar

That could work. But it would bring out cases of accidental combining of separated networks. That would need some kind of confirmation or something before it would combine connections from separate networks together bypassing the controller.
by Phantasm
Fri Feb 14, 2014 1:19 pm
Forum: Ideas and Suggestions
Topic: Automatic steam power control with solar
Replies: 9
Views: 6525

Re: Automatic steam power control with solar

Hmmn... To make it in spirit of the Factorio. Have an advanced power network control building. It would open up various new things. Later on upgrade to allow even more controls. Things like: 1) Power production control. 2) Priority of different building types. More advanced ones: 3) Ability to set i...
by Phantasm
Fri Feb 14, 2014 12:40 pm
Forum: Ideas and Suggestions
Topic: Automatic steam power control with solar
Replies: 9
Views: 6525

Automatic steam power control with solar

We have plenty of hacks around to turn off steam power depending on accumulator storage amounts. But that is a lot of work and will be hard for new players. It would be much better if there was a simple slider in the electricity information of a given power network. Allowing player to set a level of...
by Phantasm
Mon Feb 10, 2014 3:59 pm
Forum: News
Topic: Friday Facts #20 The release buzz
Replies: 79
Views: 51063

Re: Friday Facts #20 The release buzz

I think the demo should contain perhaps two types of premade 'look at this' factories. And then allow some amount of normal playback to see how it goes in reality. That way it would both show up what can be done nice and easy. And then allow one to see the actual playback. First ready factory could ...
by Phantasm
Sat Feb 08, 2014 8:43 am
Forum: News
Topic: Friday Facts #20 The release buzz
Replies: 79
Views: 51063

Re: Friday Facts #19 The release buzz

muzzy did bring up nice points. But I'd like to add the need for some proper technology powered war tools. Warfare is a part of the game and given the style of the game, technology needs to deliver more and more tools for it. It can be robots or something, but it has to be able to make the player to...
by Phantasm
Thu Aug 08, 2013 4:04 pm
Forum: Modding discussion
Topic: looking for a team
Replies: 11
Views: 11025

Re: looking for a team

Disabling can't be done in game if the game crashes because of a mod. Game crashing because of such is a bug. No matter the mods the game should not crash. Any incompatible mods should just automatically get disabled as you reach main menu. And for some major errors while playing may cause you to b...
by Phantasm
Thu Aug 08, 2013 3:56 pm
Forum: Ideas and Suggestions
Topic: Hotbar
Replies: 3
Views: 5911

Re: Hotbar

It already works exactly as you suggested. Unless you have used the middle mouse button to reserve slots for certain items in which case nothing will me moved over them.
by Phantasm
Sat Aug 03, 2013 8:25 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belts instead of trains
Replies: 33
Views: 32971

Re: Belts instead of trains

In 0.5.x I used a second faster belt just after corner. In some cases it wasn't enough to just have faster belt in the corner. Haven't tested with 0.6.x.

Also you can use feeding from side to get full capacity just fine if you use faster belt for both feeder and target belt.
by Phantasm
Wed Jul 31, 2013 12:08 pm
Forum: Ideas and Suggestions
Topic: Idea for the goal in the late game - supply ships on orbit
Replies: 44
Views: 36778

Re: Idea for the goal in the late game - supply ships on orb

ssilk wrote:- why did they choose this planet and not some, which had no intelligent live?
Because the planet with no life was not inhabitable?
by Phantasm
Sat Jul 27, 2013 3:50 pm
Forum: Ideas and Requests For Mods
Topic: [Reguest] Map Tool
Replies: 15
Views: 11585

Re: [Reguest] Map Tool

Sorry, but I don't get it, why the second (unlimited resources) is really needed so much? :) Something like a test-map or what? :) Some people like sandbox style and such. And the mentioned unlimited resource at very slow rate. One could perhaps optimize a base that uses as little resources as poss...
by Phantasm
Fri Jul 26, 2013 7:13 am
Forum: Ideas and Suggestions
Topic: Streets
Replies: 7
Views: 11557

Re: Streets

ssilk wrote:Why? If you want to leave the street you can go out of the car and mine it.
That is a lot of work if you have to cross multiple streets.
by Phantasm
Thu Jul 25, 2013 4:35 pm
Forum: Ideas and Suggestions
Topic: Streets
Replies: 7
Views: 11557

Re: Streets

There has to be toggle button for car following streets. Like Simcity 4 has with you-drive-it missions.
by Phantasm
Thu Jul 25, 2013 4:32 pm
Forum: Gameplay Help
Topic: Automatic Updates
Replies: 8
Views: 15481

Re: Automatic Updates

@Developers Maybe you should either increase avalilable wating time for username/password verification or make several retries to avoid theese problems in the future. Good idea, I'm adding it to the issues list :-) And when it fails, it should say couldn't connect to the server instead of wrong pass.
by Phantasm
Thu Jul 25, 2013 4:31 pm
Forum: Ideas and Requests For Mods
Topic: [Reguest] Map Tool
Replies: 15
Views: 11585

Re: [Reguest] Map Tool

It should be easy to make generic resource field of wanted size, richness and also be able to control the distribution of richness. Currently it is insane pain to make a large and rich field with all new tiles being not worth much and each having to be manually adjusted. Also would be nice to be abl...
by Phantasm
Sun Jul 21, 2013 10:09 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330752

Re: [MOD 0.5.x] Treefarm v0.7.0

From realistic point of view, I can easily imagine, that fuel processing can make it much more effective. It depends a lot on various things. But in this case the overall fuel value is lost in every further processing. However, the waste amount (both solid and smoke) is lowered and thus in some usa...
by Phantasm
Fri Jul 19, 2013 7:16 pm
Forum: Ideas and Suggestions
Topic: Spotlights
Replies: 5
Views: 7584

Re: Spotlights

Raziaar wrote:Perhaps you can even implement infrared and other spotlights/lightsources that turrets require to be able to lock onto enemies at night, meaning you have to think about a good coverage system to stop and repel invasions.
Warmblooded beings emit infrared on their own.
by Phantasm
Fri Jul 19, 2013 12:34 am
Forum: Ideas and Suggestions
Topic: Some thoughts about light in general
Replies: 25
Views: 12085

Re: Some thoughts about light in general

Indeed... Too much waste of time for too little benefit. It would also make modding much harder as people would need to make 3D models of everything new.
by Phantasm
Sat Jul 13, 2013 4:25 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330752

Re: [MOD 0.5.x] Treefarm v0.7.0

Hmm and I allways thought that an infinite map means infinite ressources as well... Well, yes... But considering the distance you have to get them increases... In the end it just isn't feasible anymore. While treefarming with cokery is infinite with no additional resource usage once you have starte...

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