Search found 9 matches

by Vuliev
Sat Jul 27, 2019 7:39 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 289359

Re: Friday Facts #305 - The Oil Changes

I agree with what seems to be the vast majority both here and on Reddit--the changes as proposed won't produce the desired improvement for new players, and will only serve to frustrate experienced players. Honestly I don't buy the idea that fluid handling is so difficult as to be the "wall"...
by Vuliev
Tue Aug 02, 2016 4:36 pm
Forum: Mods
Topic: [MOD 0.13.x] Fusion Reactor
Replies: 45
Views: 33373

Re: [MOD 0.13.x] Fusion Reactor

Have you talked to Simdezimon (maker of the Nuclear Power mod)? His nuclear reactor sprite is excellent, and he's also implemented steam and steam-powered engines (510kW) and turbines (5.1MW).
by Vuliev
Sat Jul 23, 2016 2:31 am
Forum: Mods
Topic: [0.13.3+] FuPower (Fusion power and more)
Replies: 7
Views: 4515

Re: [0.13.3+] FuPower (Fusion power and more)

Any chance you can break the mod up into the different parts? I'm just interested in trying out the super/alien belts.
by Vuliev
Tue Jul 05, 2016 12:04 am
Forum: Mods
Topic: [MOD 0.13.3] Moar tanks :3
Replies: 7
Views: 5939

Re: [MOD 0.13.3] Moar tanks :3

I would definitely require the flame tank to require a base tank in the recipe, or alternatively just copy the tank recipe and add a flamethrower into it. EDIT: Actually, I'd say the recipe should be base tank + flamethrower turret. Seems like an appropriate cost for something this powerful. And I n...
by Vuliev
Thu May 12, 2016 11:07 pm
Forum: Ideas and Suggestions
Topic: Redo the power bars.
Replies: 29
Views: 15451

Re: Redo the power bars.

If you consume 1W of power for 1 hour, it would be 3600 Joules consumed in that hour. ...yes, that's how unit conversion works. It was basically done for one reason only... so that your electric meter doesn't show stupid big numbers. No, it was done because it eliminates an unnecessary unit convers...
by Vuliev
Thu May 12, 2016 12:25 pm
Forum: Ideas and Suggestions
Topic: Redo the power bars.
Replies: 29
Views: 15451

Re: Redo the power bars.

Could you explain why you need two bars? I think this response from ribsngibs explains things from the layman's POV pretty well: Demand is a constantly moving target--it's not a fixed condition to satisfy and move on. Are you arguing that because your maximum power generation capacity does not fluc...
by Vuliev
Thu May 12, 2016 12:57 am
Forum: Ideas and Suggestions
Topic: Redo the power bars.
Replies: 29
Views: 15451

Re: Redo the power bars.

Wait. What? No. The confusion exists because there are two bars which for all intents and purposes appear to be exactly the same. The descriptors don't mean a damn thing nor do they have any bearing on the discussion. The problem is that a player looks at the power bars, looks again, and is STILL c...
by Vuliev
Thu May 12, 2016 12:36 am
Forum: Ideas and Suggestions
Topic: Redo the power bars.
Replies: 29
Views: 15451

Re: Redo the power bars.

To me, the fact that you can never have excess power production is why a simple bar makes sense - there is no need to differentiate between "extra production" and "extra capacity". I mean, functionally there is no difference between not generating power over demand or generating...
by Vuliev
Wed May 11, 2016 11:08 pm
Forum: Ideas and Suggestions
Topic: Redo the power bars.
Replies: 29
Views: 15451

Re: Redo the power bars.

Honestly, I think the proposals here are overdoing it. The main confusion seems to stem from the use of the terms "Production" and "Consumption", and players drawing an incorrect parallel with physical production like the factory outputs. Power production, both in Factorio and in...

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