Search found 64 matches

by Cerberus
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?
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.
by Cerberus
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 ...
by Cerberus
Tue Nov 26, 2024 11:49 pm
Forum: Releases
Topic: Version 2.0.22
Replies: 8
Views: 9838

Re: Version 2.0.22

FactorioBot wrote: Tue Nov 26, 2024 4:53 pm [*]Assemblers circuit allows to choose if items in crafting should be included by read contents.
Amazing, will make one of my setups much easier
by Cerberus
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 ...
by Cerberus
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?

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.
Is there punch?
Anyway maybe you can kill a spawner but you can't kill a huge base, because enemies also kill you :D
by Cerberus
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 ...
by Cerberus
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 ...
by Cerberus
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! :(
by Cerberus
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 ...
by Cerberus
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/...
by Cerberus
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.
by Cerberus
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 ...
by Cerberus
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 ...
by Cerberus
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 ...
by Cerberus
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 ...
by Cerberus
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 ...
by Cerberus
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 ...
by Cerberus
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 ...
by Cerberus
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 ...
by Cerberus
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 ...

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