Search found 118 matches

by EditorRUS
Mon Feb 06, 2017 8:38 pm
Forum: General discussion
Topic: Research on feasibility of using depleted oil spawns to make fuel
Replies: 8
Views: 3782

Re: Research on feasibility of using depleted oil spawns to make fuel

n my experiments with oil-fired steam, I used 10 refineries with adv refining. I then had if I recall correctly, 2 heavy cracking 18 light -> fuel blocks and 14 gas -> fuel blocks. Gotta load up that save again at some point and re-count the ratio. But it made neat little blueprint and go fuel fact...
by EditorRUS
Mon Feb 06, 2017 10:54 am
Forum: General discussion
Topic: Research on feasibility of using depleted oil spawns to make fuel
Replies: 8
Views: 3782

Re: Research on feasibility of using depleted oil spawns to make fuel

No, you can't. You are need at least 7 + 13 + 1 chemical plants, then you are need 5 oil refineries. Less then 1 chemical plant for cracking heavy oil is not effective. Notice that the format is Pumpjacks : Oil Refineries : Chemical Plants. You have to use 20 pumpjacks, 1 oil refinery and 4 chemica...
by EditorRUS
Sun Feb 05, 2017 9:40 pm
Forum: General discussion
Topic: Research on feasibility of using depleted oil spawns to make fuel
Replies: 8
Views: 3782

Research on feasibility of using depleted oil spawns to make fuel

Coal is finite, but not oil Here I want to talk about another infinite source of energy: Oil -> Solid Fuel -> Boilers -> Steam Engine cycle Axioms: 1. You never run out of oil. 2. 0.1 oil/s per pumpjack is the production limit of "depleted" oil spawn. 3. Boilers have 50% efficiency. Solid...
by EditorRUS
Sun Feb 05, 2017 8:23 am
Forum: Ideas and Suggestions
Topic: Storage Chest Conditions Feature
Replies: 3
Views: 1080

Re: Storage Chest Conditions Feature

Already implemented.

Use smart inserters or put a stationary wagon on a rail and limit what kind of items you need to store in it by pressing middle-click on empty slots. Resetting filters is done the same way.
You can also do it in your inventory.
by EditorRUS
Sat Feb 04, 2017 10:54 pm
Forum: General discussion
Topic: Will this game be self-sufficient or will it be a playground for modders?
Replies: 3
Views: 1843

Will this game be self-sufficient or will it be a playground for modders?

The question is in the title. Allow me to elaborate. You see, currently Factorio seems to be developing in depth: developers are creating new kinds of things and new concepts, but usually you get only one-two things that represent a concept. It's not uncommon to see topics like "Add new belts&q...
by EditorRUS
Sat Feb 04, 2017 12:49 pm
Forum: Ideas and Suggestions
Topic: Efficiency of entities that have no power.
Replies: 37
Views: 9564

Re: Efficiency of entities that have no power.

I don't get this one thing: how exactly do entities in this game work? Do you use some kind of gigantic list with all machinery and simply iterate through it each tick? If so, then holy crap is this inefficient. Some kind of event-driven state-based system would be so much better than this. Say, sup...
by EditorRUS
Fri Feb 03, 2017 11:44 am
Forum: Balancing
Topic: Slow start is annoying / Get rid of some basic research
Replies: 7
Views: 4326

Slow start is annoying / Get rid of some basic research

When you start your game, you don't have many crucial things such as underground belts, assembler machines, turrets and you absolutely have to research at least one of those by hand-crafting 10 red packs and putting them inside a lab. I don't think it's fine to stagger early game by making players t...
by EditorRUS
Fri Jan 27, 2017 12:44 am
Forum: Outdated/Not implemented
Topic: Survival Mode
Replies: 2
Views: 1683

Re: Survival Mode

I know this game is about building the biggest factory ever No. It's a game about automatization. Factory building aspect is merely a way to make this happen. but what would be if hunger and thirst would be a problem for you? It would make it harder. And some people like it hard. Hunger and thirst ...
by EditorRUS
Thu Jan 26, 2017 7:30 pm
Forum: Ideas and Suggestions
Topic: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
Replies: 6
Views: 2373

1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters

Basically all things in game right now have two states: fine/doesn't exist. Health means absolutely nothing and really is just a delay before this piece of machinery is destroyed by aliens. This should not be the case. The idea is simple: add random side effects for different kind of things when the...
by EditorRUS
Fri Jan 20, 2017 9:59 pm
Forum: Ideas and Suggestions
Topic: Blueprint Portal
Replies: 10
Views: 5094

Re: Blueprint Portal

ssilk's post, TL;DR version: most blueprints aren't created to be always modular (being able to create an entire factory out of these blueprints without changing the original blueprint) and composable (being able to easily form a chain of transformers out of these blueprints and connect them without...
by EditorRUS
Fri Jan 20, 2017 9:20 pm
Forum: Ideas and Suggestions
Topic: Screw the determinacy, it's the age of quantum / Random Combinator
Replies: 5
Views: 1890

Re: Screw the determinacy, it's the age of quantum / Random Combinator

It would still be deterministic. You might want to look up on how pseudorandom generation works. And what exactly is that "random" you are talking about. Yeah, yeah, I know that. I didn't use word "pseudorandom" for convenience. Here's link to the most basic generator, that can ...
by EditorRUS
Fri Jan 20, 2017 4:38 pm
Forum: Ideas and Suggestions
Topic: Screw the determinacy, it's the age of quantum / Random Combinator
Replies: 5
Views: 1890

Screw the determinacy, it's the age of quantum / Random Combinator

Long story short, there are no measurable sources of chaos in game. The only real (relatively) random thing I can think of is map generation. Everything else seems to be deterministic. I am not exactly sure whether biters attack are deterministic or not, but nevertheless it's ridiculously difficult ...
by EditorRUS
Wed Jan 18, 2017 5:14 am
Forum: Ideas and Suggestions
Topic: Regarding Infinite Research
Replies: 2
Views: 926

Re: Regarding Infinite Research

This should be an option, but not enforced.
by EditorRUS
Tue Jan 17, 2017 7:59 pm
Forum: Ideas and Suggestions
Topic: No more Plain Spaghetti Circuit Hell / Paint and name those damn combinators, silly
Replies: 4
Views: 1345

No more Plain Spaghetti Circuit Hell / Paint and name those damn combinators, silly

Combinators are basic. Not only that, but they are also pretty bulky and take lots of space. And they are extremely homogeneous in more advanced builds. And it only gets worse. It should be no surprise to you that over time you accumulate so many blueprints of combinator elements that you forget som...
by EditorRUS
Sun Jan 15, 2017 4:15 am
Forum: Ideas and Suggestions
Topic: Everything that runs on electricity is a pole! / Physical Electrical Network
Replies: 7
Views: 1959

Re: Everything that runs on electricity is a pole! / Physical Electrical Network

[quote]It seems you have a problem with the form: You see the suggestion as "This is it, take it or leave it". Think to suggestions like so: They are just ideas. You put some work into that idea, of course, but until this idea is really coded, graphics made, implemented into Factorio and ...
by EditorRUS
Sat Jan 14, 2017 4:06 pm
Forum: Ideas and Suggestions
Topic: Everything that runs on electricity is a pole! / Physical Electrical Network
Replies: 7
Views: 1959

Re: Everything that runs on electricity is a pole! / Physical Electrical Network

This is against one of the basic concepts of Factorio, that it shows always a "realistic" view. I called it somewhere WYSIWYP (what you see is what you play). If there is a wire it shows a wire, cause that explains it's functionality. That's why I said we "pretend" that they are...
by EditorRUS
Sat Jan 14, 2017 12:01 pm
Forum: Ideas and Suggestions
Topic: Everything that runs on electricity is a pole! / Physical Electrical Network
Replies: 7
Views: 1959

Re: Everything that runs on electricity is a pole! / Physical Electrical Network

I updated OP post, ssilk. Check "How it should work" and "Issues".
by EditorRUS
Sat Jan 14, 2017 3:05 am
Forum: Ideas and Suggestions
Topic: Hybrid Instead of Burner Everything
Replies: 6
Views: 1551

Re: Hybrid Instead of Burner Everything

There is a problem with this: things that run on actual fuel are fundamentally different from things that run on electricity only. Also, there is no real reason to NOT have electricity-driven devices rather than fuel-driven. Electricity is much easier to provide to things unlike physical fuel. Elect...
by EditorRUS
Sat Jan 14, 2017 2:39 am
Forum: Ideas and Suggestions
Topic: Everything that runs on electricity is a pole! / Physical Electrical Network
Replies: 7
Views: 1959

Everything that runs on electricity is a pole! / Physical Electrical Network

So starting from 0.13 many things can be connected to circuit network and that got me thinking: if you can connect data wires to things and they will transmit signals just fine, why not trying connecting actual power wires in similar way? In real life you don't shove poles everywhere to power a huge...
by EditorRUS
Thu Jan 12, 2017 12:44 am
Forum: Ideas and Suggestions
Topic: Late game: Smart aliens and advanced evolution
Replies: 3
Views: 2637

Re: Late game: Smart aliens and advanced evolution

Oh great, I'll check this mod out. Noted and updated OP post.

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