Search found 56 matches
- Sun Nov 24, 2024 2:36 am
- Forum: PyMods
- Topic: Cannot find antimony
- Replies: 5
- Views: 526
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: 526
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: 526
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?
- Fri Nov 08, 2024 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Agricultural Tower Grid
- Replies: 18
- Views: 1483
Re: Agricultural Tower Grid
Yeah thats good one.
- Fri Nov 01, 2024 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 22527
Re: Add option for mixed Quality in Assemblers
Dont misunderstood me. I would love to have any quality recipe too. I would be even fine if recipe like that wouldnt have productivity bonus to remove exploit. But it is what it is.
- Fri Nov 01, 2024 5:27 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 22527
Re: Add option for mixed Quality in Assemblers
we already had any quality recipe before release aand it was removed due to exploits that it brought. Devs even stated that system like that with weight for quality isnt possible with current implementation
- Sun Oct 06, 2024 1:32 am
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 39286
Re: Friday Facts #431 - Gleba & Captivity
7 Factorio 1.0 science packs. + 4 planet-specific from new planets.
But biolab showcase features 12 types of science packs.
Or I'm getting colorblind due to old age...
The 12th Type MIGHT be the spoiled bioscience pack
12th science is endgame science as white is in current version of ...
- Fri Oct 04, 2024 9:31 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 39286
Re: Friday Facts #431 - Gleba & Captivity
12th science is endgame science as white is in current version of FactorioGregoriusT wrote: Fri Oct 04, 2024 8:04 pmThe 12th Type MIGHT be the spoiled bioscience packEustaceCS wrote: Fri Oct 04, 2024 5:04 pm 7 Factorio 1.0 science packs. + 4 planet-specific from new planets.
But biolab showcase features 12 types of science packs.
Or I'm getting colorblind due to old age...
- Fri Oct 04, 2024 12:01 pm
- Forum: PyMods
- Topic: Underflow Valve attached to almost full Tailings Pond still lets fluid through.
- Replies: 1
- Views: 695
Re: Underflow Valve attached to almost full Tailings Pond still lets fluid through.
Thats not a bug it works as intended. The tooltip is telling you that it is voiding machine and you need pump to get fluid out that means tailing pond is lower than normal pipe, so valve like that wont work there.
- Fri Aug 16, 2024 11:21 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 43917
Re: Friday Facts #424 - Gleba Pentapod Enemies
Those looks great. Now just wait for release.
For future features that could be implemented "tribe" mechanic could be something like scenario only one and other is to make spoil mechanic available to entities so that it would be possible to make enemies transform as "spoil" is only for items now
For future features that could be implemented "tribe" mechanic could be something like scenario only one and other is to make spoil mechanic available to entities so that it would be possible to make enemies transform as "spoil" is only for items now
- Tue Jul 09, 2024 6:31 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 55227
Re: Friday Facts #418 - Space Age release date
Elevated Rails arent part of 2.0. They are Expansion feature and are unlocked by buying DLCSaiph wrote: Tue Jul 09, 2024 1:08 pm And, the elevated rails which are NOT an expansion feature (they are a 2.0 upgrade to the base game) will NOT be in 2.0, they're ONLY going to be in the new game? That's devious and dishonest.
- Sat Jul 06, 2024 11:41 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 55227
Re: Friday Facts #418 - Space Age release date
Still disappointed with the whole Quality thing. I recall in the original FFF, where it was introduced, there was information about an option to disable Quality altogether. Hopefully, this is still the case. Another thing I'd like to disable is faster belts and stackable items on belts, as I ...
- Fri Jul 05, 2024 1:46 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 55227
Re: Friday Facts #418 - Space Age release date
Still disappointed with the whole Quality thing. I recall in the original FFF, where it was introduced, there was information about an option to disable Quality altogether. Hopefully, this is still the case. Another thing I'd like to disable is faster belts and stackable items on belts, as I see ...
- Sun Jun 30, 2024 7:03 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 30489
Re: Friday Facts #417 - Space Age development
remember that this FFF shown us trees that we could farm then but now never will
- Sat Jun 15, 2024 8:06 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 352918
Re: pY Alien Life - Discussion
Yes it is on purposemajgenhobart wrote: Fri Jun 14, 2024 9:08 pm Vonix and Vonix Eggs recipes are not returning cages, is this on purpose?
- Sun Jun 09, 2024 4:16 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 76708
Re: Friday Facts #414 - Spoils of Agriculture
Hi,
I don't like to have a mass production which results only building more and more big buffers.
The spoilage enforces you to have more just-in-time production lines, to scale complete procuction lines and to tune the logistics. Excellent - just my opinion.
I don't have big buffers, I ...
- Fri Jun 07, 2024 6:10 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 76708
Re: Friday Facts #414 - Spoils of Agriculture
Farming les goooooo
Another new mechanic that will increase factory constuction skill.
the more we see visuals of Gleba in FFF the more boring current Nauvis looks like, cant wait when we got hands on SA
Another new mechanic that will increase factory constuction skill.
the more we see visuals of Gleba in FFF the more boring current Nauvis looks like, cant wait when we got hands on SA
- Tue Jun 04, 2024 5:45 pm
- Forum: Implemented in 2.0
- Topic: Warning icons for drills with depleted resources
- Replies: 15
- Views: 4260
Re: Warning icons for drills with depleted resources
We already have red light on miners as many had noticed. Additionaly there will be new alert icon that probably show depleted ore on miners as part of update 2.0
- Fri Feb 02, 2024 12:11 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 22162
Re: Friday Facts #396 - Sound improvements in 2.0
Nice sounds improvment, will wait for new music
- Tue Jan 30, 2024 6:37 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 41499
Re: [1.1] Nullius: A Factorio prequel
I probably chosen my words poorly before. I didnt understand how spawn mechanic for bio part worked, for grass, algaeetc it was easy to do bet later when I came to worms, trees and finally to biters it was more or less trying blindly what would work cause sometimes it didnt work but when I did it ...