Search found 17 matches
- Wed Oct 30, 2024 4:54 am
- Forum: Gameplay Help
- Topic: I would appreciate some help on... Gleba
- Replies: 33
- Views: 16856
Re: I would appreciate some help on... Gleba
To clear unwanted spoilage you can use the spoilage -> nutrients recipe, output to a chest and then input back to the same biochamber.
- Wed Oct 23, 2024 12:31 pm
- Forum: Duplicates
- Topic: Tank turns the wrong way in reverse
- Replies: 1
- Views: 165
Tank turns the wrong way in reverse
In the tank, holding backwards and left turns right and holding backwards and right turns left. It's turning the wrong way in reverse, the opposite way to the (correct) way that the car turns.
- Sun Oct 20, 2024 3:04 pm
- Forum: General discussion
- Topic: Minimizing pollution
- Replies: 4
- Views: 1030
Re: Minimizing pollution
From the wiki: Modules that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a ...
- Fri Mar 01, 2024 10:06 am
- Forum: Questions, reviews and ratings
- Topic: Looking for a mod to tweak bullet damage.
- Replies: 1
- Views: 611
Looking for a mod to tweak bullet damage.
I'm looking for a mod that lets me nerf the damage on uranium rounds, but after lots of digging I haven't seen any mods that allow it. If such a mod exists, I'd appreciate it if someone could let me know.
- Sun Oct 25, 2020 3:23 am
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 21
- Views: 13207
Re: wanted: keyboard shortcut to toggle train manual/automatic
Tab is for switching weapons, Q has already 25 functions in this game.
Honk (https://forums.factorio.com/viewtopic.php?f=92&t=21623) uses key J for that.
Greetings, steinio.
Tab would work for both because you aren't using weapons while in a train.
It's common to switch this setting while ...
- Sun Oct 25, 2020 3:20 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Land mines throwing 'missing entity' alerts.
- Replies: 4
- Views: 2389
Re: [QoL] Land mines throwing 'missing entity' alerts.
Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)?
In don't really see the benefit of a toggling option, considering any option especially for highly specific things ...
- Sat Oct 24, 2020 12:07 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Land mines throwing 'missing entity' alerts.
- Replies: 4
- Views: 2389
[QoL] Land mines throwing 'missing entity' alerts.
I'd like an interface option to turn off the 'missing entity' alert for land mines that have been destroyed.
Land mines are in an okay place balance-wise, and work fine when placed by a bot network that replaces them. When placed by the player they are a pain in the butt however, as every time one ...
Land mines are in an okay place balance-wise, and work fine when placed by a bot network that replaces them. When placed by the player they are a pain in the butt however, as every time one ...
- Fri Oct 23, 2020 12:56 pm
- Forum: General discussion
- Topic: "Widely used" settings that motivate the use of trains
- Replies: 10
- Views: 8835
Re: "Widely used" settings that motivate the use of trains
I've played with a bunch of different settings trying to achieve the same goal of making trains feel 'right', and I'd say that some of the above suggestions don't go far enough.
Resource patches are so gigantic compared to your needs that turning them down by the suggested amounts won't necessitate ...
Resource patches are so gigantic compared to your needs that turning them down by the suggested amounts won't necessitate ...
- Thu Sep 24, 2020 12:41 pm
- Forum: General discussion
- Topic: Killing nest are becoming annoying - Strategy to play?
- Replies: 37
- Views: 18621
Re: Killing nest are becoming annoying - Strategy to play?
Your problem with the game is the way you're choosing to play the game. So... stop it! On default settings, the aliens evolve incredibly slowly and you don't have to expand very far at all for gigantic amounts of resources, so just build some defenses and ignore the nests that aren't directly in ...
- Thu Sep 10, 2020 2:05 pm
- Forum: Duplicates
- Topic: [1.0.0] Map generation - cliff frequency values below 100% do not reduce cliff frequency.
- Replies: 1
- Views: 873
[1.0.0] Map generation - cliff frequency values below 100% do not reduce cliff frequency.
During map generation, cliff frequency values above 100% correctly increase the number of cliffs, but values below 100% yield identical results to having the slider at 100%. Tried with many different map seeds and with different cliff continuity settings, the bug occurs every time.
- Thu Apr 11, 2019 5:30 am
- Forum: Ideas and Suggestions
- Topic: Space Science Pack tech missing Accumulator dependency
- Replies: 2
- Views: 1251
Space Science Pack tech missing Accumulator dependency
Researching Space Science Pack doesn't require that you have researched Electric Energy Accumulators, which means that you can be in a situation where you have access to the the Satellite recipe, but it's impossible to build one because Accumulators are part of the recipe.
- Mon Apr 08, 2019 5:43 am
- Forum: Balancing
- Topic: A couple of complaints about the Tank
- Replies: 13
- Views: 7296
Re: A couple of complaints about the Tank
Definitely agree about the braking in particular. Another problem is that late game the tank is too flimsy to be usable, it seems fine until you stop for one second and acid from one of the larger worms or from behemoth spitters hits it, and the tank just pops almost instantly from full health ...
- Mon Mar 18, 2019 4:07 am
- Forum: Balancing
- Topic: 0.17 normal settings too easy?
- Replies: 11
- Views: 6666
Re: 0.17 normal settings too easy?
The default game settings can't be fine tuned precisely for your needs. Other people find default settings hard enough, or maybe even too hard.
[Koub] Moving to Balancing
No, it's TOO easy. Not just too easy for some people, the default difficulty is broken to the game's detriment, and it's ...
- Fri Mar 15, 2019 6:38 am
- Forum: General discussion
- Topic: Research going too fast/easy while I do other things?
- Replies: 22
- Views: 11056
Re: Research going too fast/easy while I do other things?
Totally agree that research is too fast and cheap, with default settings the research just FLIES by. Currently playing on 1/8th resources (50% frequency, 50% size, 50% richness) and 8x research cost and it seems much more reasonable... except for the very start of the game (pre- automation ...
- Wed Mar 06, 2019 7:10 am
- Forum: Implemented Suggestions
- Topic: Persistant notifications to the player when queued researches are completed
- Replies: 21
- Views: 7087
Completed Research Notification.
When you have the research queue turned on (and having it default to off is a weird decision), when you complete a research the game doesn't tell you what you just researched. Please add some sort of notification, a message in chat would be fine.
- Thu Sep 15, 2016 11:26 am
- Forum: General discussion
- Topic: Question about terain gen
- Replies: 4
- Views: 2167
Re: Question about terain gen
That's what you'd expect if you started that game before the terrain generation changes were implemented. Any terrain that had been generated before that patch wouldn't line up with post-patch generated terrain. If that's a new game then it's gotta be a bug.
- Mon Sep 12, 2016 8:51 am
- Forum: General discussion
- Topic: Oil and Perpetual Steam Energy
- Replies: 19
- Views: 9460
Re: Oil and Perpetual Steam Energy
Could have just asked 
Some people (like me) have played for hundreds of hours without placing solar panels... good job working out all the numbers though!

Some people (like me) have played for hundreds of hours without placing solar panels... good job working out all the numbers though!