Search found 52 matches

by linktothepast83
Sun Aug 16, 2026 2:53 pm
Forum: Ideas and Suggestions
Topic: Increase cargo bay hatch bonus.
Replies: 3
Views: 280

Increase cargo bay hatch bonus.

My suggestion is to increase cargo bay's hatch bonus to a higher value, for example 3 like the cargo landing pad has.

It seems that in the late game more often than not the limiting factor is the cargo hatch value that limits the amount of rockets received/sent than the items that the cargo bay can ...
by linktothepast83
Sat Aug 08, 2026 7:27 am
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 14881

Re: Version 2.1.13

I found out that the bitter egg recycling seems to not be affected from this update. Was that intentional? Because it should otherwise have a speedup of 5x as well since 5 eggs are producing at a time, instead it seems to be as fast as it was before.
Edit: https://forums.factorio.com/viewtopic.php?t ...
by linktothepast83
Thu Aug 06, 2026 9:09 am
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 14881

Re: Version 2.1.13



Can you please make the alert an option in the gui to enable/disable or at the very least remove the annoying alert sound and leave just the icon? I am in late game and the enemy expansion info is not as useful anymore with artillery, the enemy expands constantly and i just see an annoying alert ...
by linktothepast83
Thu Aug 06, 2026 9:04 am
Forum: Releases
Topic: Version 2.1.13
Replies: 41
Views: 14881

Re: Version 2.1.13

Can you please make the enemy expansion alert an option in the gui to enable/disable or at the very least remove the annoying alert sound and leave just the icon? I am in late game and the enemy expansion info is not as useful anymore with artillery, the enemy expands constantly and i just see an ...
by linktothepast83
Mon Nov 10, 2025 4:36 pm
Forum: Ideas and Suggestions
Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
Replies: 9
Views: 1804

Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.



That's.. unfortunate if even a small change can have such implications. It definitely doesn't look right though to miss a straight shot for the kill, perhaps it should aim for the center of the tile the small enemies are at and not the center of enemies smaller than 1 tile? ...


I am ...
by linktothepast83
Thu Oct 30, 2025 10:14 pm
Forum: Ideas and Suggestions
Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
Replies: 9
Views: 1804

Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.

That's.. unfortunate if even a small change can have such implications. It definitely doesn't look right though to miss a straight shot for the kill, perhaps it should aim for the center of the tile the small enemies are at and not the center of enemies smaller than 1 tile? I really don't know if ...
by linktothepast83
Tue Oct 28, 2025 3:55 pm
Forum: Ideas and Suggestions
Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
Replies: 9
Views: 1804

Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.

https://mega.nz/file/BlQzTCYK#mkRZ9gnF8MLHjowOJJ0sWEKnPmC1gCJnfool4y_1pAs
Sure i set it up at the editor in the testing3 save file. You just have to start the time playing. You will see that some small wigglers evade the railgun fire while walking on a single land tile while others get hit after ...
by linktothepast83
Tue Oct 28, 2025 9:29 am
Forum: Ideas and Suggestions
Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
Replies: 9
Views: 1804

[2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.

If you place a 1 tile landfill wide corridor infront of a railgun turret right in front of it's barrel in the middle some small enemies like the small biter, small wiggler and even the medium wiggler will be able to evade the railgun bullets and not every enemy will be hit. Even worse if they reach ...
by linktothepast83
Mon Oct 21, 2024 3:08 pm
Forum: News
Topic: Factorio: Space Age is here!
Replies: 126
Views: 156160

Re: Factorio: Space Age is here!

Happy to see there is a price parity for the EU compared to the US price. :)
by linktothepast83
Fri Oct 04, 2024 1:52 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 88196

Re: Friday Facts #431 - Gleba & Captivity

Cultivating bacteria for minerals seems completely unrealistic, unless you feed the bacteria minerals you won't be getting minerals out of thin air from them. And then if you feed them minerals then it makes no sense to cultivate bacteria to get them, you brake down the food instead that is full of ...
by linktothepast83
Sun Sep 29, 2024 3:30 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 164469

Re: Friday Facts #430 - Drowning in Fluids

After thinking about it with the current system i would rather have an additive decrease in flow of 50% after every certain pipe length and to have an optical indication (in the alt icon visualization) in the pipe that the drop happens than the chunk instant cutoff. It would feel more natural, not ...
by linktothepast83
Fri Sep 27, 2024 5:16 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 164469

Re: Friday Facts #430 - Drowning in Fluids




It is fascinating, how everyone here believes they know it all (but ofc don't) and ignore literally everything one says... :roll:

A little bit oversimplified: A storage tank won't fill to 100% if the pipes to and from it are not also 100% AND assuming there are no weird flow quirks like in ...
by linktothepast83
Fri Sep 27, 2024 4:50 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 164469

Re: Friday Facts #430 - Drowning in Fluids

I don't know how to feel just reading all these big changes until i actually get a feel of them ingame. But i will say this i feel a bit sad when i think that way too many of the designs i made over the years catering to the old fluid system issues are meaningless now by upgrading to 2.0.

If it ...
by linktothepast83
Fri Sep 20, 2024 3:21 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 112692

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

Giant worms that are attracted by movement? This is as Dune as it gets! My first impression is that i like them and their mechanics so far but i will withheld my judgement until i will face them in battle. Hopefully devs are willing to make further changes even after the expansion release, for ...
by linktothepast83
Fri Sep 13, 2024 2:00 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 56362

Re: Friday Facts #428 - Reactor & Logistics circuit control

Nice changes! I believe that anything that unnecessary complicates things that shouldn't be as complicated, like a missing feature that needs workarounds to deal with, is bad in practice so i like a lot these changes. Factorio is about automating stuff as much as you can progressively, so anything ...
by linktothepast83
Fri Aug 23, 2024 2:12 pm
Forum: News
Topic: Friday Facts #425 - Behind the legs
Replies: 99
Views: 49492

Re: Friday Facts #425 - Behind the legs

With all these optimisations for the fluid system and the spidertrons now, feeling spoiled i want to point out one that is missing up until now and it hitted me harder than others, which is the fog.
I loved building large nuclear plants and every time if i didn't disable fog i faced serious ...
by linktothepast83
Sun May 12, 2024 11:04 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 112
Views: 62998

Re: Friday Facts #410 - Rocket turret & Target priorities

This update makes the stationary spidertron defences that i used obsolete and i love it! No more need to use spidertrons as rocket turrets!
https://www.youtube.com/watch?v=JWTlgFCgP8E


Oh, man. I can already tell vanilla rocket turrets are gonna suck ass...
So, from the footage in the FFF ...
by linktothepast83
Tue Apr 30, 2024 8:30 am
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 89837

Re: Friday Facts #408 - Statistics improvements, Linux adventures

A small aesthetic change for easier visibility i would like to see, for the graphs to have colored lines on a white background instead of colored lines on a black background. Colors have better visibility on a whiteboard than on a blackboard, hopefully we can have a similar experience ingame as well ...
by linktothepast83
Fri Apr 05, 2024 10:28 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 72320

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

I would like to have in the game an option of a more advanced interaction between a logistic network and the player or spidertron logistics it interacts with. To be able to set specific logistic networks to only provide items, only take items, or do both to the player or spidertrons that it is ...
by linktothepast83
Fri Mar 22, 2024 5:17 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 132
Views: 74427

Re: Friday Facts #403 - Train stops 2.0

Amazing stuff as always! I barely comment since i always find everything well thought out and have nothing of value to add.

This time i was thinking of something i would like to ask for the train stations which might make them more convenient. Why not make train stops handle the fuel refueling ...

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