The main intention for the cloud can't be disclosed yet, but if Vulcanus is your first planet then the additional effect won't affect you.
Search found 64 matches
- Tue Dec 03, 2024 7:42 am
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 48797
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
I still have no idea what is meant by this, from the FF?
- Wed Nov 27, 2024 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
- Replies: 34
- Views: 6834
Re: [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
You can always make a separate Factorio folder for this, which I would recommend anyway, (being a different 'modpack'), but then I can understand why some people wouldn't want that kind of extra hassle, and I suppose it might not work with Steam ?
And keep manually renaming folders when I want ...
- Tue Nov 26, 2024 11:49 pm
- Forum: Releases
- Topic: Version 2.0.22
- Replies: 8
- Views: 9838
Re: Version 2.0.22
Amazing, will make one of my setups much easierFactorioBot wrote: Tue Nov 26, 2024 4:53 pm [*]Assemblers circuit allows to choose if items in crafting should be included by read contents.
- Tue Nov 26, 2024 11:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
- Replies: 34
- Views: 6834
Re: [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
This bug got even bigger I just discovered. It's a bit different but I assume very related to this bug (if not outright the same)
Here is what I did:
1) (nearly) completed Space Age, getting many achievements
2) Wanting to complete even more achievements, so I disable Space Age, Quality and ...
Here is what I did:
1) (nearly) completed Space Age, getting many achievements
2) Wanting to complete even more achievements, so I disable Space Age, Quality and ...
- Fri Nov 22, 2024 5:57 am
- Forum: General discussion
- Topic: what settings are you going to play when the expansion is released?
- Replies: 17
- Views: 4440
Re: what settings are you going to play when the expansion is released?
Is there punch?adam_bise wrote: Thu Nov 21, 2024 6:42 pm BTW you totally can kill a spawner with pistol and 10 rounds you just have to punch the spawner to death when you run out of ammo.
Anyway maybe you can kill a spawner but you can't kill a huge base, because enemies also kill you

- Thu Nov 21, 2024 6:15 pm
- Forum: General discussion
- Topic: what settings are you going to play when the expansion is released?
- Replies: 17
- Views: 4440
Re: what settings are you going to play when the expansion is released?
The biggest challenge of death world (or any setting with biters for that matter) has always been the beginning. Once you set up a perimeter that is automated (turrets + bots) you are already 80% there, and once you have flamethrowers you are 95% there. The final 5% is artillery for clearing out ...
- Wed Nov 20, 2024 8:23 pm
- Forum: General discussion
- Topic: what settings are you going to play when the expansion is released?
- Replies: 17
- Views: 4440
Re: what settings are you going to play when the expansion is released?
Thank you. Technically I did not beat Space Age yet as I still need to build my victory spaceship, but that is unrelated to death world as there are no enemies in space :D The part of Space Age where death world is relevant is beaten though :) My evolution factor is nearly 1 already and my base ...
- Wed Nov 20, 2024 8:12 pm
- Forum: Duplicates
- Topic: [2.0.20] Remote removing items from (spidertron) inventory can cause wrong items to be removed
- Replies: 2
- Views: 366
Re: [2.0.20] Remote removing items from (spidertron) inventory can cause wrong items to be removed
Apologies.I tried looking if the bug got posted but so many topics and different terminology to describe the same thing made it so I failed! 

- Wed Nov 20, 2024 8:01 pm
- Forum: Duplicates
- Topic: [2.0.20] Remote removing items from (spidertron) inventory can cause wrong items to be removed
- Replies: 2
- Views: 366
[2.0.20] Remote removing items from (spidertron) inventory can cause wrong items to be removed
What did you do?
Using remote view on my spidertron, removing unwanted items from my inventory
What happened?
When one stack of items is removed, the items sort themselves again to not leave an empty square in the spidertron inventory, but the red "removal" cross stays on the same field ...
Using remote view on my spidertron, removing unwanted items from my inventory
What happened?
When one stack of items is removed, the items sort themselves again to not leave an empty square in the spidertron inventory, but the red "removal" cross stays on the same field ...
- Tue Nov 19, 2024 7:03 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 45
- Views: 17035
Re: Version 2.0.20
Why not simply use the old entity icons though for the three wires? Like they used to be in the crafting screen/inventory/...
- Tue Nov 19, 2024 6:25 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 45
- Views: 17035
Re: Version 2.0.20
I think the icons are a HUGE improvement. I stopped confusing "red wire" and "deconstruction planner" now which was extremely annoying.
My only hint would be to make "artillery remote" a big clearer but it is only a nitpick as I hardly ever use that.
My only hint would be to make "artillery remote" a big clearer but it is only a nitpick as I hardly ever use that.
- Tue Nov 19, 2024 4:16 am
- Forum: Ideas and Suggestions
- Topic: improve artillery damage
- Replies: 16
- Views: 2440
Re: improve artillery damage
There probably are many more options than this, for instance : making the quality Artillery shells directly on Vulcanus.
Yes, this is wasteful in term of rockets and cargo space, but also simpler.
I thought about that, but only 10 shells per rocket is very little. Easy to design but very ...
- Tue Nov 19, 2024 1:01 am
- Forum: General discussion
- Topic: what settings are you going to play when the expansion is released?
- Replies: 17
- Views: 4440
Re: what settings are you going to play when the expansion is released?
Turned out I played death world, but set the starting area to 100% instead of 75%.
Probably will need to use manual settings, for example use the faster evolution settings of deathworld but still use the increased starting area of normal settings which seems more fair to me.
Exactly this :) To ...
Probably will need to use manual settings, for example use the faster evolution settings of deathworld but still use the increased starting area of normal settings which seems more fair to me.
Exactly this :) To ...
- Mon Nov 18, 2024 11:26 pm
- Forum: Ideas and Suggestions
- Topic: improve artillery damage
- Replies: 16
- Views: 2440
Re: improve artillery damage
How about quality
That would actually solve it, looking at the stats, I didn't even think about that.
However, it must be noted that quality only exists in the expansion. For the base 2.0 game, this problem persists.
My only gripe for quality as a solution in Space Age would be that artillery ...
- Mon Nov 18, 2024 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Display Aquilo heating value in tooltips
- Replies: 10
- Views: 2448
Re: Display Aquilo heating value in tooltips
I am right now playing Aquilo and wondering the exact same things.
It is frustrating to learn that there are more entities that don't require heating, even though the tips & tricks only stated solar panels and accumulators.
It also took me a while to figure out that "adjecent heat pipe" includes ...
It is frustrating to learn that there are more entities that don't require heating, even though the tips & tricks only stated solar panels and accumulators.
It also took me a while to figure out that "adjecent heat pipe" includes ...
- Mon Nov 18, 2024 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
- Replies: 52
- Views: 5184
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
However, a new filter to rocket silos (similar to filter inserters) could signal to the game we also want to fill the rocket with blue circuits for example, if that filter was set. There could be an option to set the filter via the circuit network, for mixed rockets, or reuse the same rocket ...
- Mon Nov 18, 2024 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
- Replies: 52
- Views: 5184
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
Your proposal is interesting! So rocket ingredients would go first into the ingredient slots until the rocket is ready, and then into the cargo but only if the filter is set? Or directly into the cargo if the filter is set, and it would have to be unset to supply items to build the rocket?
If a ...
- Mon Nov 18, 2024 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
- Replies: 52
- Views: 5184
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
My opinion is to prevent using inserters to load the silo of any cargo. That way all cargos behave the same. The player can load them manually or use bots which are far superior solutions.
On Aquilo this does not work well. I started using inserters to insert cryogenic science packs to a rocket ...
- Mon Nov 18, 2024 3:02 pm
- Forum: Ideas and Suggestions
- Topic: improve artillery damage
- Replies: 16
- Views: 2440
Re: improve artillery damage
I agree with this, I am always a few steps behind with health of nests rising along with evolution (I am playing death world).
No matter if you have artillery damage increase level 0 (at the beginning) or level 6 (now for me), nests are killed in two shots, making the 6 levels I researched ...
No matter if you have artillery damage increase level 0 (at the beginning) or level 6 (now for me), nests are killed in two shots, making the 6 levels I researched ...
- Sun Nov 03, 2024 1:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
- Replies: 34
- Views: 6834
Re: [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
I got this bug too from loading an old save where I tried getting logistical network embargo achievement, the one I originally got my achievement from. And yes it disappears.
However, now I'm playing Space Age and got the achievement there, and it does stay.
So seems this bug only concerns getting ...
However, now I'm playing Space Age and got the achievement there, and it does stay.
So seems this bug only concerns getting ...