Search found 120 matches

by afk2minute
Wed Aug 17, 2016 8:55 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 32909

Re: Nuclear Power from a Nuclear Engineer

Just make fuel consumption always the same rate, no matter has it load or no, that will solve your problem with no need of these puzzles and mad combinators. This is a nice way to encourage players to be efficient with their fuel. Whether or not you use the energy, the fuel consumption remains the ...
by afk2minute
Wed Aug 17, 2016 6:55 pm
Forum: Ideas and Suggestions
Topic: In-game benefits for achievements
Replies: 1
Views: 956

Re: In-game benefits for achievements

Sorry, but its bad suggestion.
That will cause additional balance issues that are not needed at all.
Speedrun achievment is okay now (its a test of your basic game knowledges and knowledge of basic setups).
by afk2minute
Wed Aug 17, 2016 6:11 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 32909

Re: Nuclear Power from a Nuclear Engineer

Just make fuel consumption always the same rate, no matter has it load or no, that will solve your problem with no need of these puzzles and mad combinators. I like combinators, they are fun, but sorry, i dont want nuclear power be thrown away Also can i ask a question, how many tiles should a 500 M...
by afk2minute
Wed Aug 17, 2016 6:03 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 32909

Re: Nuclear Power from a Nuclear Engineer

I'm not so sure about that. If players can crank out 30-50% nuke power without thinking very hard, then it is a very successful power source. If players are doing 100% nuke power just as easily as 20%, then there is a real risk of making every other option obsolete. Well, im my opinion power in mai...
by afk2minute
Wed Aug 17, 2016 5:20 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 32909

Re: Nuclear Power from a Nuclear Engineer

just braindead copy paste solar farm, and throw away nuclear if it will be very complicating and not reliable without some mad combinator setup.
Thats how players will deal with it.
by afk2minute
Wed Aug 17, 2016 7:55 am
Forum: Ideas and Suggestions
Topic: Remove or Miniaturize Circuit Networks
Replies: 99
Views: 34108

Re: Remove or Miniaturize Circuit Networks

too hard to implement... But let me give you another idea - next gen logic elements that have functions similar to train stations (maybe some more operators, brackets to group them etc). Maybe some set/reset things, clocks, memory cells etc. That is the step in right direction imo, seems that its no...
by afk2minute
Wed Aug 17, 2016 7:10 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 84021

Re: Friday facts #151 - The plans for 0.14

I dont see any gameplay improvements from explosions.
Some penalties (drop in power, additional fuel consumed, just like with steam engines) is enough.
by afk2minute
Tue Aug 16, 2016 6:03 pm
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 32909

Re: Nuclear Power from a Nuclear Engineer

you can scout from satillite you launch with rocket.
Not very realistic but it can work in this 'model'
by afk2minute
Tue Aug 16, 2016 3:08 pm
Forum: Ideas and Suggestions
Topic: Remove or Miniaturize Circuit Networks
Replies: 99
Views: 34108

Re: Remove or Miniaturize Circuit Networks

just give us units programmable on C or C++.

Just kidding, but that can be fun.
by afk2minute
Tue Aug 16, 2016 10:08 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 84021

Re: Friday facts #151 - The plans for 0.14

not only armour protects you from radiation, but also your space suit (you crashed in spaceship, remember?), and it should have some protection from space radiation maybe make everything need containers, so even ore goes in containers, special warehouse for them, so they dont pollute, special train ...
by afk2minute
Mon Aug 15, 2016 4:06 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 568364

Re: Yuoki Industries - Informations, Suggestions, Questions

ah ok, i see your point.

Maybe you can try to make some scenarios where tech is locked until you do some objective, that will serve the purpose (introducing mod to players slowly) but without any need for science.

Anyway, thanks for the mod, i liked it alot.
by afk2minute
Sun Aug 14, 2016 9:03 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 568364

Re: Yuoki Industries - Informations, Suggestions, Questions

hi, are you planning to add some tech-tree to the mod?
by afk2minute
Sun Aug 14, 2016 12:48 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 84021

Re: Friday facts #151 - The plans for 0.14

Are you talking about Chernobyl meltdown?
by afk2minute
Sun Aug 14, 2016 11:39 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 84021

Re: Friday facts #151 - The plans for 0.14

but its very unlikely to happen (even if it happens there is a containment building etc).
Nothing (even car engine or robot) breaks in factorio by itself. There is 0 reason to introduce very different mechanic to the game.
by afk2minute
Sun Aug 14, 2016 7:27 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 84021

Re: Friday facts #151 - The plans for 0.14

reactor is not a nuclear bomb.
It will not 'explode killing everything around', like you want to imagine.
by afk2minute
Sat Aug 13, 2016 8:39 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 84021

Re: Friday facts #151 - The plans for 0.14

so how this design dont need logistics? you need to put alot of resources in that chest.
by afk2minute
Fri Aug 12, 2016 8:54 pm
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 84021

Re: Friday facts #151 - The plans for 0.14

i hope developers would not go absurdly 'close to reality' path like many people want here, leave this to modders please.

Also if you are going nuclear, can we have RITEGs too?
They would be even more great.
by afk2minute
Thu Aug 11, 2016 12:56 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 225473

Re: Uranium Power

Hi, I have question - are there any plans for buildings like steam generator and cooling complex tower but for 144MW reactor? Or is it supposed for use only with heat exchangers? The 144MW reactor is going away. The fuel-assembly reactor will vary the amount of heat output is based on the amount of...
by afk2minute
Thu Aug 11, 2016 12:03 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 206936

Re: Friday Facts #128 - Back down to earth

Definitly YES for loader. Maybe even add another tier of belt like "extreme compression belt", that has the same speed as express but has 4 (or more) times more compression (can have 4 items in one tile in a "pile"). But it has limitations - inserters cant take items from it (onl...
by afk2minute
Wed Aug 10, 2016 3:01 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 225473

Re: Uranium Power

Hi, I have question - are there any plans for buildings like steam generator and cooling complex tower but for 144MW reactor?
Or is it supposed for use only with heat exchangers?

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