Search found 354 matches

by leadraven
Sun Mar 10, 2019 8:51 pm
Forum: Balancing
Topic: 0.16 -> 0.17 Yellow tech science
Replies: 8
Views: 3825

Re: 0.16 -> 0.17 Yellow tech science

Setup is pretty big, but I don't think it is a problem.
In terms of ingredients, this recipe is perfect.

P.S. And I can't tell the same about Purple science recipe, I don't like it's components. My thread about it : viewtopic.php?t=65846
by leadraven
Sat Mar 09, 2019 4:50 pm
Forum: Ideas and Suggestions
Topic: Solid fuel: change its name!
Replies: 1
Views: 842

Re: Solid fuel: change its name!

+1. Interesting links :)
by leadraven
Sat Mar 09, 2019 2:32 pm
Forum: Ideas and Suggestions
Topic: Rocks: more than stone or coal
Replies: 2
Views: 688

Re: Rocks: more than stone or coal

More than meets the eye...
by leadraven
Sat Mar 09, 2019 12:02 pm
Forum: Ideas and Suggestions
Topic: Ability to regenerate ores in generator
Replies: 2
Views: 698

Re: Ability to regenerate ores in generator

Entire map is generated from a single seed number. Per-component randomization will over-complicate seeding system.
by leadraven
Sat Mar 09, 2019 11:52 am
Forum: Modding help
Topic: Deepwater collision
Replies: 0
Views: 320

Deepwater collision

Hello. I'm experimenting with tiles, and currently trying to make basic landfill to work only on normal water, but now on deep water. I found a solution I don't really like : extend Deepwater's collision mask with some unused "layer-##" to differentiate collisions with normal and deep wate...
by leadraven
Fri Mar 08, 2019 10:09 pm
Forum: Ideas and Suggestions
Topic: All military research depends on oil processing -> Make military science pack depend on oil
Replies: 10
Views: 2732

Re: All military research depends on oil processing -> Make military science pack depend on oil

Ah, yeah, IIRC devs said that tying all of the researches to their respective science packs would make the tree "too messy"... Maybe it's better for it to be messy, rather than confusing people like this ? Yes. Definitely. Absolutely. Every day it annoys me more and more. I initially did ...
by leadraven
Thu Mar 07, 2019 1:42 pm
Forum: Ideas and Suggestions
Topic: Now vacant pickaxe slot should get dedicated to construction robots
Replies: 7
Views: 2487

Re: Now vacant pickaxe slot should get dedicated to construction robots

I like the concept to have robots in this slot. Actually, I even suggested same thing)
I don't know about Robot Stacker, it feels redundant. I would prefer just to have all 600 bots in one cell. But it is a technical question, developers will decide how to make at.
by leadraven
Thu Mar 07, 2019 1:34 pm
Forum: Ideas and Suggestions
Topic: Sulfur concrete
Replies: 6
Views: 2697

Re: Sulfur concrete

I suggest the upgrade rather replacement. Currently, refined concrete is redundant. It doesn't require new ingredients or new tech. It is just better then regular concrete. More expensive, but who cares? Does anyone use regular concrete as pathing? Logically, regular concrete must be used as pathin...
by leadraven
Thu Mar 07, 2019 11:02 am
Forum: Modding help
Topic: Non-ore resource sources
Replies: 8
Views: 2363

Non-ore resource sources

As I'm doing my first steps in Factorio modding, I want to add some basic materials, for example Fluorine and Aluminum. They interact in various interesting ways with each other and with already implemented materials. I've read how are these elements (and many others) produced in real life, and almo...
by leadraven
Thu Mar 07, 2019 10:27 am
Forum: Ideas and Suggestions
Topic: Suggestion about a water pump.
Replies: 173
Views: 40158

Re: Offshore pump at start of game

It's doing the tree thing using surface tension and creating a vacuum at the top by evaporating water at the top. At a slow and steady 1200l/s. Ok, maybe not. How do belts work? They have no power source and yet they move. Not everything is explained. Belts are the core game-forming mechanic, neces...
by leadraven
Thu Mar 07, 2019 9:16 am
Forum: Ideas and Suggestions
Topic: Sulfur concrete
Replies: 6
Views: 2697

Sulfur concrete

TL;DR Replace or upgrade refined concrete with sulfur concrete. What ? Just found this material on Wiki : https://en.wikipedia.org/wiki/Sulfur_concrete Actually, it doesn't use some components of common concrete, but in terms of game it could be concrete+sulfur. Why ? More dependencies between exis...
by leadraven
Wed Mar 06, 2019 6:25 pm
Forum: Balancing
Topic: Switch to multiplicative stacking for modules
Replies: 12
Views: 17311

Re: Switch to multiplicative stacking for modules

I forgot to mention one very important thing : multiplicative stacking will be absolutely broken with beacons. Beacons should be removed.
by leadraven
Wed Mar 06, 2019 6:22 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 30601

Re: Removing fluid temperature - thoughts?

Numbers from Wiki : Water heating : 4.1806 kJ/(kg*K) Steam heating : 2.0784 kJ/(kg*K) Water vaporization : 2260 kJ/kg Iron heating : 0.449 kJ/(kg*K) Iron smelting : 277 kJ/kg Iron smelting temperature : 1539 C Copper heating : 0.385 kJ/(kg*K) Copper smelting : 213 kJ/kg Copper smelting temperature :...
by leadraven
Wed Mar 06, 2019 6:01 pm
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4270

Re: Nuclear Energy Refinement

"How productivity module can optimize that?" How can they create anything from nothing? They just do. We either accept it as a processing refinement or magic :P I always thought of it as making higher quality materials. Honeycombing, Miniaturization, and so on. Circuits are smaller and so...
by leadraven
Wed Mar 06, 2019 3:08 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 30601

Re: Removing fluid temperature - thoughts?

BlueTemplar wrote:
Wed Mar 06, 2019 2:12 pm
Whoa!
Both starting from room temperature though, or just for the heat of vaporization/melting ?
Both starting from room temperature and ignoring energy losses. Converting 100C water into 100C steam requires suddenly huge amount of energy. I can give exact numbers when I get home.
by leadraven
Wed Mar 06, 2019 1:38 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 30601

Re: Removing fluid temperature - thoughts?

BlueTemplar wrote:
Wed Mar 06, 2019 1:14 pm
Nor there is in Factorio any "real" phase change.
Recently, when I've decided to check fuel consumption rates, it came as a big surprise for me that to vaporize 1kg of water takes ~3 times more energy then to melt 1kg of iron. (if my calculations were correct)
by leadraven
Wed Mar 06, 2019 12:30 pm
Forum: Modding discussion
Topic: Removing fluid temperature - thoughts?
Replies: 94
Views: 30601

Re: Removing fluid temperature - thoughts?

What about Heat Pipes ? I guess that you plan to keep their temperature in the game ? (Since they don't interact with other fluids, and are, AFAIK, computationally simpler...) I wonder if most of the interesting temperature-related modding ideas couldn't be done using them? (Probably not , just bra...
by leadraven
Wed Mar 06, 2019 12:21 pm
Forum: Balancing
Topic: Switch to multiplicative stacking for modules
Replies: 12
Views: 17311

Re: Switch to multiplicative stacking for modules

September 2015... Bump :D
Vote for multiplicative stacking.
by leadraven
Wed Mar 06, 2019 10:41 am
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4270

Re: Nuclear Energy Refinement

Oh, sorry about confusion with Fuel, I messed up a little. Actually I'm not sure about Nuclear Fuel. I don't think it's an assembling, more like materials mixing... May be chemical plant? By cyclic process I meant U238 -> Power Cell -> U238. Power Cell is just a mix of U235 and U238 in the right pro...
by leadraven
Wed Mar 06, 2019 10:07 am
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 4270

Re: Nuclear Energy Refinement

1 is a minor but reasonable change. For me it is oddly to load iron into centrifuge. 2 will break any cyclic processing, so I don't support it. In another topic (https://forums.factorio.com/viewtopic.php?t=64606) I suggested to distinguish a new category of items - materials, and forbid usage of pro...

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