Search found 38 matches
- Sun Nov 26, 2023 9:23 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 116
- Views: 16559
Re: Friday Facts #386 - Vulcanus
- eruptions: regional reduced visibility I second this so much. Different cosmetic effects sound so immersive. Even if that is just a simple fade in/out effect depending on the current biome. Flying ashes, lower saturation at certain biomes, reddish hue shift in lava biome or the planet in general....
- Sat Nov 25, 2023 4:14 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 116
- Views: 16559
Re: Friday Facts #386 - Vulcanus
*Mostly vanilla player. Never played SE. It's awesome to see more atmospheric effects! Yellow haze, acid geysers, random plumes - yummy! Biome specific recourses? Wow! Can we have more atmospheric effects on Nauvis too? Like bringing haze up if you are in highly polluted chunks? Iβm so hyped about d...
- Sat Feb 18, 2023 7:40 pm
- Forum: Technical Help
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 19
- Views: 12785
Re: Last hope: blueprint library recovery from save file. (v1.1.9+)
Still relevant. Downgraded my game to continue playing a save with active recording and lost my saves. Renaming the backup did not help, but this thread did. Thank you.
- Mon Oct 10, 2022 12:39 pm
- Forum: Gameplay Help
- Topic: Difference in Recipe/Technology Difficulty?
- Replies: 21
- Views: 24356
Re: Difference in Recipe/Technology Difficulty?
What about a way to put a value less than 1 in the Technology price multiplier? I'd like a more casual game with faster technology instead of sitting for 10 min waiting on basic techs to get researched. Have you tried it? I have not, but it's possible that: /c game.difficulty_settings.technology_pr...
- Mon Oct 10, 2022 12:04 pm
- Forum: Gameplay Help
- Topic: Different technology_price_multiplier per force
- Replies: 2
- Views: 646
Re: Different technology_price_multiplier per force
Never thought about it. Clever workaround. Thank you!Silari wrote: βSun Oct 09, 2022 4:15 pmYou could approximate such a thing by setting one of the forces productivity bonus so their research becomes cheaper comparatively.
- Sun Oct 09, 2022 2:30 pm
- Forum: Gameplay Help
- Topic: Different technology_price_multiplier per force
- Replies: 2
- Views: 646
Different technology_price_multiplier per force
I remember having two different tech prices for my friend and me but cannot find the command and it seems game.forces doesn't have technology_price_multiplier command. Can someone help out, or is my brain playing games, and it's not possible? It could be super useful for creating matches where sever...
- Sun Oct 09, 2022 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Production tab: persist selected timespan
- Replies: 17
- Views: 3540
- Sun Oct 09, 2022 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Improve the clarity of location pings
- Replies: 2
- Views: 706
Re: Improve the clarity of location pings
I have no problems with functionality, but the graphics of the marker itself could be updated to something nicer. Even just removing the circle is better.
- Sun Oct 09, 2022 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Fast Pipe Bending
- Replies: 5
- Views: 1098
- Sun Oct 09, 2022 1:56 pm
- Forum: Implemented Suggestions
- Topic: Please bring back the "open locomotive button"
- Replies: 7
- Views: 2014
- Sun Oct 09, 2022 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Different Texture for Low Density Structure
- Replies: 7
- Views: 2540
Re: Different Texture for Low Density Structure
I'm down for changing it just because of this one guy. It brings nothing bad to others. Factorio is about a good experience for all of us.
Visibility point is just a bonus.
Visibility point is just a bonus.
- Sun Oct 09, 2022 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Don't connect to deconstructed power / No auto connect wires when deconstruccting
- Replies: 10
- Views: 1422
Re: no auto connect wires when deconstructing
This sounds like a mod. Or, alternatively - disconnect all poles from the one you want to pick up before you do, and it should do the trick. I'm against having this feature forced. Imagine removing a pole with a bot at a distant outpost and not seeing that you just cut out half of that outpost, incl...
- Sun Oct 09, 2022 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
- Replies: 32
- Views: 5207
- Sun Oct 09, 2022 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Multiple items to one quickslot
- Replies: 4
- Views: 997
Re: Multiple items to one quickslot
+1
And it should pick the last used item. Sounds interesting.
Another idea is to have fully custom "placable books" instead of "Blueprint books". So you can customize the content like having a book for placing flamer defenses that will have flamer, both pipes, some walls, etc.
And it should pick the last used item. Sounds interesting.
Another idea is to have fully custom "placable books" instead of "Blueprint books". So you can customize the content like having a book for placing flamer defenses that will have flamer, both pipes, some walls, etc.
- Sun Oct 09, 2022 11:52 am
- Forum: Ideas and Suggestions
- Topic: Please add continents and islands elevation functions
- Replies: 7
- Views: 1368
Re: Please add continents and islands elevation functions
Not sure I would use this gen, since I don't use air/water mods, but I'm down for having a more diverse gen!
- Thu Jul 21, 2022 11:29 am
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 30312
Re: Please make trains able to run over evolved aliens
spam walls and long belts of ammo and turrets everywhere so your stuff never gets destroyed Well, it's not the only way. though. Splitting production so more trees could absorb pollution(actually preserving the trees), using green mods. It's always a balance and preference. I do enjoy playing on ha...
- Wed Jul 20, 2022 1:09 pm
- Forum: Show your Creations
- Topic: Map Art
- Replies: 1
- Views: 1709
Re: Map Art
neat
- Wed Jul 20, 2022 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Turrets produce a circuit network signal
- Replies: 36
- Views: 10254
Re: Turrets produce a circuit network signal
TLDR. Every turret in the game can trigger a circuit network if you can put a couple of combinators. Making it too easy is neglecting the whole idea of thinking through the system and the reward feeling you get when you get it done. Personally, I remove the destroyed/damaged, and sometimes Shooting ...
- Wed Jul 20, 2022 12:29 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 81
- Views: 30312
Re: Please make trains able to run over evolved aliens
Unpopular opinion: train killing power is good as it is since it requires changing your playstyle to adapt to bugs instead of "just build more locos".
Artillery, occasional turret outposts to protect tracks or even patroling spidertrons - you name it.
Artillery, occasional turret outposts to protect tracks or even patroling spidertrons - you name it.
- Mon May 09, 2022 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Highlight chat messages that contain your username
- Replies: 3
- Views: 834
Re: Highlight chat messages that contain your username
It will be a shot in the leg if someone misspells your name or shorten it since a player probably will not read if it's non highlighted. I see it being useful only if there is an easy way to input a player's name like ctrl+click on the name.