Search found 185 matches
- Fri Feb 24, 2017 7:29 am
- Forum: Ideas and Suggestions
- Topic: The Nuclear related stuff that can be done...
- Replies: 6
- Views: 3465
Re: The Nuclear related stuff that can be done...
Well, in reality, when you have radioactive waste, you either recycle or bury it. For nuclear weapons, it's completely unusable; you need enriched uranium for that. That said, the uranium enrichment process creates depleted uranium, which is barely radioactive. You could put it in a breeder reactor,...
- Thu Feb 23, 2017 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Graph all the things!
- Replies: 3
- Views: 2571
Re: Graph all the things!
This might also prove useful in testing circuit setups and remotely showing failures in the production line. I approve.
- Tue Feb 21, 2017 3:57 pm
- Forum: General discussion
- Topic: Barrels post-tanker?
- Replies: 27
- Views: 9392
Barrels post-tanker?
So, long question short: With the introduction of the tank wagon, do you think you'll still have any use for the barrels at all?
Even if we consider that the devs want to introduce universal barreling.
Even if we consider that the devs want to introduce universal barreling.
- Mon Feb 20, 2017 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Laser Mining Drill
- Replies: 8
- Views: 3551
Re: Laser Mining Drill
I've never heard of a "real life" laser mining drill before. Googling it only brings up Minecraft and Space Engineers related pages. I'm not even sure how that's supposed to work. Lasers are used to cut when you need precision, not speed. I think realistically speaking it would be a waste ...
- Sun Feb 19, 2017 7:31 pm
- Forum: General discussion
- Topic: If we were to make Factorio more realistic...
- Replies: 9
- Views: 3534
Re: If we were to make Factorio more realistic...
'I certainly agree with that. In my opinion, combinators should be replaced with an entity that can be programmed the same way as the platforms in Glitchspace. Gigantic computation fields make no sense, and are quite honestly a discouragement for me to use them at all.
- Sat Feb 18, 2017 4:23 pm
- Forum: General discussion
- Topic: If we were to make Factorio more realistic...
- Replies: 9
- Views: 3534
If we were to make Factorio more realistic...
(Yes, this wasn't posted in suggestions. I only want to discuss it.) We've all seen these suggestions: "Make the offshore pump require power!" "The diesel engine should need water!" "Everything produces junk!" "How about damaged machines jamming up?" But what ...
- Thu Feb 16, 2017 4:08 pm
- Forum: Ideas and Suggestions
- Topic: alternative pollution color
- Replies: 17
- Views: 8153
Re: alternative pollution color
The faintest blue is almost invisible in contrast to the green. Same would happen with yellow. Red doesn't have this problem. I know what you're saying. I could do reduce the alpha channel to make it more visible. I like it very much. Just fyi, I've seen a white/lightgrey one some time back and it ...
- Mon Feb 13, 2017 6:41 pm
- Forum: Ideas and Suggestions
- Topic: alternative pollution color
- Replies: 17
- Views: 8153
Re: alternative pollution color
At least make the pollution overlay mod-able (as I understand it, the texture cannot be replaced at the moment). It actually can be, and I just did as a proof of concept. 20170213193436_1.jpg What you might say is that it can't be modded the regular way. You have to edit data/core/graphics/pollutio...
- Mon Feb 13, 2017 6:01 pm
- Forum: Ideas and Suggestions
- Topic: alternative pollution color
- Replies: 17
- Views: 8153
Re: alternative pollution color
I've done changes to in-game colours for the colourblind in the past, can I help?
I could change the colour to something completely different, or to the previously-mentioned hatched pattern. Just tell me what exactly you're looking for.
Just as an intermediate solution until the devs sort this out.
I could change the colour to something completely different, or to the previously-mentioned hatched pattern. Just tell me what exactly you're looking for.
Just as an intermediate solution until the devs sort this out.
- Mon Feb 13, 2017 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Escape small island
- Replies: 33
- Views: 11855
Re: Escape island
Does this actually still happen? I've never encountered it before. Plus, it's possible to implement an algorithm that checks one time whether the player standws on an island (I dunno, try to path from player position to the edge of the currently generated map?) and then changing their position. Eith...
- Sun Jan 29, 2017 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Extended goals post-rocket gameplay.
- Replies: 5
- Views: 3037
Re: Extended goals post-rocket gameplay.
Something like that is already planned, or at least, was planned. If the devs are going to stop adding content after nuclear power, they should make sure this can be modded in.
- Sun Jan 29, 2017 8:29 am
- Forum: Ideas and Suggestions
- Topic: Extended goals post-rocket gameplay.
- Replies: 5
- Views: 3037
Re: Extended goals post-rocket gameplay.
That's what the supply challenge is, which you find under Play->Custom Scenarios->base/supply. Freeplay is supposed to be, well, free play. You're not bound by any goal, except for the rocket silo (and even then not really). Putting this additional challenge at the end seems to me kind of forced.
- Sat Jan 28, 2017 9:30 pm
- Forum: Ideas and Suggestions
- Topic: Make it an living world & more
- Replies: 2
- Views: 1721
Re: Make it an living world & more
Does nobody read the guide? Seriously, you're violating it so hard right now.
- Sat Jan 28, 2017 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 43313
Re: Little Quirks
Her's an idea I had a few months ago: You have this huge crafting queue, but you just picked up some of the intermediates. Normally, you'd cancel and restart the queue so those get used, but what if there's an easier way?
Simple: Take the intermediates in your hand and just left-click on the icon!
Simple: Take the intermediates in your hand and just left-click on the icon!
- Fri Jan 27, 2017 8:44 pm
- Forum: Ideas and Suggestions
- Topic: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
- Replies: 6
- Views: 2376
Re: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
TVTropes calls this Critical Existence Failure . It's so common in games, it's considered an Acceptable Break from Reality . I think of this idea like the offshore pump needing power: It's bothering quite some people, and it seems like a neat thing to have, but would it really add all that much to t...
- Thu Jan 26, 2017 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Train privilages block
- Replies: 2
- Views: 1781
Re: Train privilages block
The english word for what you call "fabric" is factory. That's why the game is called Factorio. "Fabric" is what clothes are made of. Here's the real solution to your problem. But seriously, you should use more chain signals. Or adjust your network to accomodate your trains. Not ...
- Tue Jan 24, 2017 4:00 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 43313
Re: Little Quirks
How about this: Left-click on ghosts to place the building if it's in your inventory.
- Sun Jan 22, 2017 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Smarter autosaving (ie: Not in combat)
- Replies: 18
- Views: 5561
Re: Smarter autosaving (ie: Not in combat)
Is it possible to sort of dump the current state in an external saving module? SUre, that would probably spike the memory usage, but could get rid of the pause.
- Sun Jan 22, 2017 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 43313
Re: Little Quirks
You're right, the typical player will not have enough trash to want to build a dedicated recycling plant, but maybe that isn't necessary. After all, items can be crafted by hand, why not disassembled by hand?
Also, some items like the aforementioned barrels could be melted down in a furnace.
Also, some items like the aforementioned barrels could be melted down in a furnace.
- Fri Dec 09, 2016 8:59 am
- Forum: Ideas and Suggestions
- Topic: Under Ground Belt Upgrade
- Replies: 2
- Views: 998
Re: Under Ground Belt Upgrade
Holy run-on sentence, Batman!
Anyway, I'm sure this has been suggested before, and the devs said that the length of the UCB is part of the puzzle and will thus not be changed.
Anyway, I'm sure this has been suggested before, and the devs said that the length of the UCB is part of the puzzle and will thus not be changed.