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
Search found 354 matches
- Sun Mar 10, 2019 8:51 pm
- Forum: Balancing
- Topic: 0.16 -> 0.17 Yellow tech science
- Replies: 8
- Views: 3825
- 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
- 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...
- 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.
- 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...
- 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 ...
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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.
- 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 :...
- 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...
- Wed Mar 06, 2019 3:08 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30601
Re: Removing fluid temperature - thoughts?
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.BlueTemplar wrote: ↑Wed Mar 06, 2019 2:12 pmWhoa!
Both starting from room temperature though, or just for the heat of vaporization/melting ?
- Wed Mar 06, 2019 1:38 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30601
Re: Removing fluid temperature - thoughts?
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)
- 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...
- 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
Vote for multiplicative stacking.
Vote for multiplicative stacking.
- 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...
- 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...