Search found 28 matches

by KillingTimeItself
Wed Jun 17, 2026 7:31 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 382
Views: 44542

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Personally i dont mind space gambling going the way of the dodo, it was kind of an odd mechanic from the get go, but nobody cares about that anyway, what we all want is quality repair packs that influence the repair speed :)

Now, i am very impatient and i hate waiting on repairing stuff like my ...
by KillingTimeItself
Sat Jun 06, 2026 5:28 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21519

Re: Friday Facts #441 - Space logistics improvements

Like a few other users have suggested, it would be really nice to be able to read/set requests from a generic logistics chest, buffer/requester at the same time. The way I'd prefer it to be done would be to use the same red green circuit selection in combinators, and I'm assuming there are plans to ...
by KillingTimeItself
Mon Sep 08, 2025 8:04 pm
Forum: Ideas and Suggestions
Topic: A Needed Stack Size Option For Inserters With Filters Set
Replies: 2
Views: 891

Re: A Needed Stack Size Option For Inserters With Filters Set

this would admittedly be a pretty nice QOL change for us using a circuit enabled mixed loading setup. Currently you need two additional combinators to make this work nicely, one for setting the stack size, and one for delaying the filter timing so it's actually functional. Though its not like this ...
by KillingTimeItself
Mon Sep 08, 2025 3:54 am
Forum: Gameplay Help
Topic: Advice For 40 Hour Space Age Run
Replies: 5
Views: 13382

Re: Advice For 40 Hour Space Age Run

given my 1.1 experience and some anecdotal data i've seen from other runs, you should be able to get rockets down and researched by 5-10 hours in the run if you're on a good pace. (a good pace isnt required to beat the 40 hour achievement, you merely need an alright pace, it's quite forgiving) I ...
by KillingTimeItself
Mon Sep 08, 2025 2:05 am
Forum: Technical Help
Topic: [2.0.66] Changed Factorio username, is fixing/reverting possible?
Replies: 3
Views: 1161

Re: [2.0.66] Changed Factorio username, is fixing/reverting possible?

presumably the mod configures players based on a local file stored somewhere on the server. Good chance you can just find that file and edit it. Or if it's using directories with UUIDs or something else. I know this happens in minecraft because player data is stored by UUID folders, which makes it ...
by KillingTimeItself
Sat Aug 30, 2025 7:01 pm
Forum: Ideas and Suggestions
Topic: Some QOL for those of us that actually fight the bugs.
Replies: 5
Views: 1249

Re: Some QOL for those of us that actually fight the bugs.

worst part about this is when you have a full inventory and armor with inventory expansion on. The game just shits itself immediately because it doesn't prioritize putting on armor/weapons over items for some reason.

Especially annoying if you're dealing with a bunch of biters or something while ...
by KillingTimeItself
Sun Aug 24, 2025 6:24 pm
Forum: Development Proposals
Topic: Peace with Aliens
Replies: 209
Views: 321831

Re: Peace with Aliens

if we're including space age on this. Maybe we could extend this to fulgora and aquilo, considering they're rather lacking in the enemy department.

Would be kind of cool if you found a mysterious alien artifact on aquilo that allowed you to trade for certain high value items/techs maybe.

Fulgora ...
by KillingTimeItself
Sun Aug 24, 2025 6:20 pm
Forum: Technical Help
Topic: Is it possible to update to 2.0 in parts?
Replies: 7
Views: 1832

Re: Is it possible to update to 2.0 in parts?

if you're downloading it through the browser you might have better luck using a cmdline download tool, either curl or wget maybe, im not super familiar with them so maybe someone can get you pointed in the right direction, but these will likely tolerate irregular internet connections better than a ...
by KillingTimeItself
Sun Aug 24, 2025 6:16 pm
Forum: Ideas and Suggestions
Topic: Spaceships move Vertically. Here are some better options.
Replies: 5
Views: 1197

Re: Spaceships move Vertically. Here are some better options.

this is hilarious. Ironically the hyperbolic curve is actually just a good suggestion lol. Not really sure how you would implement it though.
by KillingTimeItself
Sun Aug 10, 2025 5:18 pm
Forum: Off topic
Topic: Do you ever wonder if you are the bad guys ?
Replies: 18
Views: 10005

Re: Do you ever wonder if you are the bad guys ?

idk man im just here to factory must grow and the biters are simply a means to an end of keeping it interesting.

Just like the military industrial complex in real life. Engineering is supported by the will to kill other people more effectively, unfortunate as it may be, that's just how it is.

And ...
by KillingTimeItself
Wed Jul 30, 2025 12:09 am
Forum: Ideas and Suggestions
Topic: Support Single Signal Across Multiple Yard Rails for FFF 377
Replies: 4
Views: 1123

Re: Support Single Signal Across Multiple Yard Rails for FFF 377

having some sort of inline rail signal would really complete the new rail mechanics honestly. There are so many places where either train stations or rail signals get in the way of building something interesting. The stations at least make sense, it's pretty obvious. But being able to 2x the density ...
by KillingTimeItself
Tue Jul 29, 2025 3:02 am
Forum: Gameplay Help
Topic: How to get rid of item less than 100% health?
Replies: 21
Views: 6023

Re: How to get rid of item less than 100% health?

i definitely feel like this is an edge case that should be dealt with somehow. Currently working on a remote artillery outpost setup, i've seen it happen before, where you accidentally load a damaged item, and it effectively soft locks that entire item stack. There are ways to mitigate it of course ...
by KillingTimeItself
Wed Jul 23, 2025 2:36 am
Forum: Implemented Suggestions
Topic: Change color of lamp back to pure white
Replies: 31
Views: 6485

Re: Change color of lamp back to pure white

simplest solution to this problem is adding some sort of global way to change the lamp colors. Piggybacking off of the logistics groups might work. Brings the lamps up to par with the rest of the circuit network also. Or if you really feel like being funny, just add a setting in the interface that ...
by KillingTimeItself
Tue Jul 22, 2025 3:15 am
Forum: General discussion
Topic: How pros approach the game?
Replies: 20
Views: 12455

Re: How pros approach the game?

as an enthusiast for this kind of design and playstyle in general.

Unfortunately i don't really have any good advice for you, what i can say is what motivates me to play, and that's removing the tedium, the things i don't like doing. For example i really enjoy mega base logistics, biters, expansion ...
by KillingTimeItself
Tue Jul 22, 2025 1:31 am
Forum: General discussion
Topic: Does space age change anything?
Replies: 8
Views: 6557

Re: Does space age change anything?

each planet has a separate "meta" that you're supposed to follow, each one presents unique solutions to the same problems. It's quite fun, especially paired with spaceships either to shuttle materials around to different planets, it opens up 5 dimensions of play, rather than the one that previously ...
by KillingTimeItself
Tue Jul 22, 2025 1:24 am
Forum: Tools
Topic: Lossless Scaling under Linux to enable frame generation for Factorio
Replies: 8
Views: 11361

Re: Lossless Scaling under Linux to enable frame generation for Factorio

on the topic of native implementation, from what i can recall the game is designed to lock FPS to the UPS in most cases, very rarely do they break away. I'm not sure how trivial it would be to divorce the two.

You can have a lower FPS than UPS, but i've never seen the opposite. I'm not sure how ...
by KillingTimeItself
Tue Jul 08, 2025 7:55 pm
Forum: Off topic
Topic: Stop Killing Games?
Replies: 5
Views: 4671

Re: Stop Killing Games?

judging by the fact that you can download archived versions from their website, play offline (im fairly sure but somebody should fact check this lol), and they provide a dedicated server. I would say they probably meet all the requirements for stop killing games, the only significant one would be no ...
by KillingTimeItself
Mon Jul 07, 2025 3:55 am
Forum: Balancing
Topic: Uranium and ammo shipping too expensive
Replies: 27
Views: 10694

Re: Uranium and ammo shipping too expensive

i kind of wish they would debuff reactor fuel somehow, and just add a real nuclear bomb to the game, similar to artillery, or maybe literally used with artillery. It's weird that you can just stuff 100 u235 into what is presumably, a manpad, or RPG type weapon. That amount of uranium alone would be ...
by KillingTimeItself
Sat Jul 05, 2025 1:44 am
Forum: Balancing
Topic: Piercing shotgun shells cost
Replies: 3
Views: 1485

Re: Piercing shotgun shells cost

i've always found it weird that there was uranium ammo for the the SMG, but no uranium ammo for the shotgun. I don't use the shotgun ever, but i would be far more tempted to use it if there was a uranium variant of the piercing ammo.
by KillingTimeItself
Thu Jul 03, 2025 1:28 am
Forum: Ideas and Suggestions
Topic: Easy Equipment Grid Configuration
Replies: 1
Views: 1151

Re: Easy Equipment Grid Configuration

something like this would be great, this is the one thing i noticed when i started playing space age that didn't seem to get a clean up.

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