Search found 73 matches
- Wed Dec 24, 2025 1:49 pm
- Forum: Ideas and Suggestions
- Topic: flip thruster horizontally
- Replies: 6
- Views: 1746
Re: flip thruster horizontally
Thank you very much for the links.
The thruster is not challenging, it is simply a pain. Not funny at all.
The same "challenge" word was used in Factorio 1.* for Oil processing facilities, and guess what? Now they can be flipped in Factorio 2.0
So please don't use this as an excuse for not ...
- Thu Dec 18, 2025 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Change Robot AI
- Replies: 1
- Views: 234
Re: Change Robot AI
Any suggestions how to do that other than asking make them better?
Cause they are already pretty smart. You cant make them human smart without tanking performance
Cause they are already pretty smart. You cant make them human smart without tanking performance
- Mon Oct 13, 2025 8:18 pm
- Forum: Outdated/Not implemented
- Topic: Vanila update for mod compability
- Replies: 2
- Views: 468
Re: Vanila update for mod compability
Why would devs solve your own problem of mixing mods that don't mix well in this case?
Or setup proper defense?
Or setup proper defense?
- Sat Sep 27, 2025 9:08 pm
- Forum: Ideas and Suggestions
- Topic: New preference tick box: mini pause if manual action + 2 more
- Replies: 2
- Views: 344
Re: New preference tick box: mini pause if manual action + 2 more
No. Why programmers should "fix" and complicate code for no real gain rather than player fix their skill issue.
- Sat Sep 20, 2025 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Productivity to increase Sience's "drain" value (increase "magazin" for sience packs)
- Replies: 1
- Views: 452
Re: Productivity to increase Sience's "drain" value (increase "magazin" for sience packs)
What would be point of it tho? You already have infinite tech that gives you more research per science pack
- Wed Sep 17, 2025 9:58 pm
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 6825
Re: Train condition progress should look clearer when at 100%
That change with Yello bar lloks good
- Mon Sep 08, 2025 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Turret range is barely visible when building new one
- Replies: 3
- Views: 707
Re: Turret range is barely visible when building new one
That would be nice. I had to make some defenses on the empty land then copy paste that on ship cause bigger range turrets were obscuring gun ones.
- Wed Sep 03, 2025 3:37 am
- Forum: General discussion
- Topic: it's been almost a year, can we please get more?
- Replies: 3
- Views: 1309
Re: it's been almost a year, can we please get more?
There is literaly zero logical reason stated here why any of those ideas should be implemented. If you want to play broken game like that just download mods - there is your tick box for each idea that you were suggesting
- Thu Aug 21, 2025 3:11 am
- Forum: Ideas and Suggestions
- Topic: No gamble quality via material for quality
- Replies: 4
- Views: 849
Re: No gamble quality via material for quality
So let me be clear, you want remove entire point of Quality mechanic and just get rewards from it? It is easier to download mod that gives you quality you want rather than rewrite entire automatic thing that we have now to cater to your suggestion. It isnt like it is novel one we already had dozens ...
- Thu Aug 21, 2025 2:49 am
- Forum: Ideas and Suggestions
- Topic: Resources mined as one (no "red" miners anymore)
- Replies: 3
- Views: 668
Re: Resources mined as one (no "red" miners anymore)
Not sure what this suggestion is even aiming for? It isnt QoL in the first place. You want to put one miner instead for example 50 or more. How would you baalnce cost of making that miner, nevermind footprint of it. This screams like you invented problem and now you want others to solve it. Same ...
- Wed Aug 06, 2025 3:11 am
- Forum: Ideas and Suggestions
- Topic: Separate Normal And DLC Achievements.
- Replies: 4
- Views: 1406
Re: Separate Normal And DLC Achievements.
Each link directs to the same thing said by just one guy, AFAIK devs were asked this question and said that Steam doesnt support separete achivs for base and DLC and one of responses in those threads says so - there is no info on official Steam guides for thing like this. So it is most likely some ...
- Mon May 05, 2025 5:57 am
- Forum: Ideas and Suggestions
- Topic: Achievement saving to account
- Replies: 4
- Views: 875
Re: Achievement saving to account
ingame achievemnts gets reset when you start new map
No?
They might sync with Steam (although I don't remember for sure if they sync both ways), if you use that version.
Yeah I have some brainfart with this one. Not sure why I thought that they reset with new map or maybe that was the ...
- Sat May 03, 2025 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Achievement saving to account
- Replies: 4
- Views: 875
Re: Achievement saving to account
Do you mean Steam achievments? Or just in game. Cause ingame achievemnts gets reset when you start new map and thats normal way.
- Tue Apr 29, 2025 3:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.46] Rocket silo launches are broken
- Replies: 7
- Views: 3217
Re: [2.0.46] Rocket silo launches are broken
Was thinking that it was just mine and happened once but after second time I wanted to report it. Good that it will be fixed
- Fri Apr 25, 2025 10:22 am
- Forum: Off topic
- Topic: Japan is developing real life railguns
- Replies: 3
- Views: 4329
Re: Japan is developing real life railguns
https://en.wikipedia.org/wiki/Railgun Railguns arent anything new
- Tue Apr 08, 2025 4:30 am
- Forum: Ideas and Suggestions
- Topic: UPS friendly endgame - reducing entity count with new OP items.
- Replies: 8
- Views: 1610
Re: UPS friendly endgame - reducing entity count with new OP items.
This screams like download mods in kind of god modules like in Bob's.
- Fri Mar 14, 2025 7:19 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 25954
Re: Thanks, Py, and a couple of ideas.
There is literally Phytomining tech in py already, it will give you some ores via specialized biomass processing
- Sun Nov 24, 2024 2:36 am
- Forum: PyMods
- Topic: Cannot find antimony
- Replies: 5
- Views: 1953
Re: Cannot find antimony
Yeah thats exactly what I meant. Sadly forgot that 2.0 changed how map is made and after using your settings I get different map so it is hard to see if antimony is somehere there
- Thu Nov 21, 2024 3:15 am
- Forum: PyMods
- Topic: Cannot find antimony
- Replies: 5
- Views: 1953
Re: Cannot find antimony
You can find settings of map and copy it via icon that you can find in load map menu. Its the one beside delete icon. Its really strange that there isnt any antimony patch there, could be just you are really unlucky
- Mon Nov 18, 2024 11:45 pm
- Forum: PyMods
- Topic: Cannot find antimony
- Replies: 5
- Views: 1953
Re: Cannot find antimony
Did you look for pinkish patch? It is similar to native flora on map that can be mistaken as such. Can you share screenshoot of your map/seed of it?