Search found 29 matches
- Sun Feb 23, 2025 11:23 am
- Forum: Ideas and Suggestions
- Topic: Dynamic minimum payload for rocket delivery
- Replies: 8
- Views: 547
Re: Dynamic minimum payload for rocket delivery
Ah, I see, I misunderstood what the suggestion was about.
- Sun Feb 23, 2025 6:51 am
- Forum: Ideas and Suggestions
- Topic: Dynamic minimum payload for rocket delivery
- Replies: 8
- Views: 547
Re: Dynamic minimum payload for rocket delivery
So what happens when I have 499 explosives on the platform and a request of 500? Does it just launch a rocket with a payload 1 explosive? And then another rocket the instant the number drops below 500 again?
Unless there's some technical reason, I don't see why this wouldn't be an improvement ...
Unless there's some technical reason, I don't see why this wouldn't be an improvement ...
- Tue Feb 11, 2025 5:26 pm
- Forum: Ideas and Suggestions
- Topic: Start increasing evolution factor later
- Replies: 11
- Views: 1326
Re: Start increasing evolution factor later
Time factor is just... not very relevant unless you twiddle your thumb for 50+ hours. Even then if you ignored Gleba and then let the evolution tick up to 0.4 or whatever you should probably have access to tools like artillery or tesla.
Leaving aside that a tank is a very overpowered clearing tool ...
Leaving aside that a tank is a very overpowered clearing tool ...
- Tue Feb 11, 2025 5:11 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 21
- Views: 1559
Re: [Suggestion/Comic] A Gleba productivity science would be nice
It's pretty notable that the mining speed of drills in endgame is fast enough that it's very difficult to get the full output out of a drill, so the mining productivity researches only serve to extend how long the patch lasts after a certain point (when one drill mines 1.4k scrap per second it's ...
- Fri Jan 31, 2025 7:04 am
- Forum: Not a bug
- Topic: [2.0.33] Bot stuck in mid air after deconstruction
- Replies: 2
- Views: 242
Re: [2.0.33] Bot stuck in mid air after deconstruction
Oh, you're right. Somehow I missed that.
- Fri Jan 31, 2025 3:24 am
- Forum: Not a bug
- Topic: [2.0.33] Bot stuck in mid air after deconstruction
- Replies: 2
- Views: 242
[2.0.33] Bot stuck in mid air after deconstruction
What did you do?
Attempted to deconstruct a beacon in remote view.
What happened?
A construction bot came to perform the order as normal, but then the bot got stuck, throwing up an out of storage alert even though the network it was in should have had storage available. I checked to make sure ...
Attempted to deconstruct a beacon in remote view.
What happened?
A construction bot came to perform the order as normal, but then the bot got stuck, throwing up an out of storage alert even though the network it was in should have had storage available. I checked to make sure ...
- Sun Jan 19, 2025 1:48 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 36
- Views: 5121
Re: More Exciting Quality Effects (pls)
Hmm, would it be possible for higher quality rocket silos to have increased lift capacity per rocket? Just spitballing.
- Mon Jan 13, 2025 11:50 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 19
- Views: 4935
Re: Ban quality modules from asteroid crushers
This whole suggestion subscribes to an overly narrow view of "balance" where anything "overpowered" must be hammered down into homoegenity.
The way things currently is better for gameplay diversity. You're still asked to engage in recycler loops and upcycling for planetary specific materials, and ...
The way things currently is better for gameplay diversity. You're still asked to engage in recycler loops and upcycling for planetary specific materials, and ...
- Mon Jan 13, 2025 1:56 pm
- Forum: Gameplay Help
- Topic: What is the point of productivity modules?
- Replies: 22
- Views: 8918
Re: What is the point of productivity modules?
Previously, as stated in the reply above, basically it was a way to reduce consumption of ingredients/ore. You got more for resources invested.
But if you rather want to make it a meta/philosophical debate whether it is still useful in 2.0, then I would argue:
No.
Simply because now we have ...
- Mon Jan 13, 2025 1:41 pm
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 8575
Re: The +300% productivity cap should be documented in-game or removed
So... it does show that there is a cap. Yet...
01-12-2025, 20-35-52.png
Does it only communicate that the productivity bonus has reached its hard cap if the bonus reaches or exceeds +300%?
So, OP is slightly incorrect, in that the game does document the +300% cap, but only if you manage to ...
- Sun Jan 12, 2025 7:13 pm
- Forum: Balancing
- Topic: Gleba is very broken, if you aren't a speedrunner
- Replies: 17
- Views: 2441
Re: Gleba is very broken, if you aren't a speedrunner
The closest idea I have uses what I'm doing now with a recycler eating its own excrement to deal with spoilage. But I'm convinced it will find some way to spoil somewhere and lock up. So much spaghettis, every belt and every machine needs a drainage inserter. It really puts the pre 2.0 burner only ...
- Sun Jan 12, 2025 6:55 pm
- Forum: Modding interface requests
- Topic: Is it possible to forbid quality recipes basing on assembler quality?
- Replies: 2
- Views: 339
Re: Is it possible to forbid quality recipes basing on assembler quality?
This just sounds like a total pain in the ass that would add a massive amount of annoyance to the gameplay and massively restricts dozens of playstyles. If you're "totally fine with it", you obviously did not think through the implications at all. If anything this is ridiculous anti-QoL that would ...
- Sun Jan 12, 2025 4:48 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 8575
Re: The +300% productivity cap should be documented in-game or removed
I mean this whole "you need to cap productivity researches at level 30, think about the poor players who will feel cheated after spending hundreds of hours on researching waaaah" is an absolute nothingburger. If you're actually at the point of being able to research level 30 productivity techs it's ...
- Tue Dec 24, 2024 8:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 14999
Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
Until such a time where this gets patched/optimized as far as I can tell the best solutions are:
- Get a chunk eraser tool, turn on "show-unit-territories" and "show-segmented-units-on-chart" and then erase any chunks that are part of a demolisher's territory.
- Use artillery/spidertron to kill ...
- Get a chunk eraser tool, turn on "show-unit-territories" and "show-segmented-units-on-chart" and then erase any chunks that are part of a demolisher's territory.
- Use artillery/spidertron to kill ...
- Mon Dec 23, 2024 9:18 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.28] Asteroid chunk is sometimes ignored by collector
- Replies: 8
- Views: 2019
Re: [2.0.28] Asteroid chunk is sometimes ignored by collector
Refer to
https://forums.factorio.com/viewtopic.php?p=652937#p652937
Circuit-controlled asteroid collectors may miss some chunks if they change filters too frequently because we have to search all chunks on the surface to find new valid candidates - there is a 300-tick cooldown between full ...
https://forums.factorio.com/viewtopic.php?p=652937#p652937
Circuit-controlled asteroid collectors may miss some chunks if they change filters too frequently because we have to search all chunks on the surface to find new valid candidates - there is a 300-tick cooldown between full ...
- Sun Dec 15, 2024 11:08 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.25] crash when deconstructing a power switch
- Replies: 8
- Views: 1131
Re: [2.0.25] crash when deconstructing a power switch
Hmm, I think I might have gotten the same issue, so I'll upload my log + dump files here if it helps (was doing some tests on fusion reactor efficiency and wanted to isolate some power connections, crash seems to have occurred when I attempted to disconnect/deconstruct a power switch). Unfortunately ...
- Thu Dec 12, 2024 7:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 14999
Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
2. You basically must have Debug Overlays on to detect the Demolishers in those non-radar-ed chunks (radar would generate even more), and attack them with Artillery to prevent more Chunks from being generated. Which if you only needed one shot to aggro them would be fine, but you need to focus ...
- Sun Dec 08, 2024 8:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 14999
Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
It's not, SegmentedUnit also takes a noticeable chunk of entity update time.GregoriusT wrote: Tue Dec 03, 2024 8:48 pm 1. Isn't the Issue technically the Collideable Clouds being spammed by the Demolishers (which they do unconditionally), and not the mere existence of Demolishers themselves?
- Wed Dec 04, 2024 1:02 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 36
- Views: 5121
Re: More Exciting Quality Effects (pls)
My thought on the rocket silo issue is that you could give them reduced power consumption or allow them to buffer more rockets at a time.
- Mon Dec 02, 2024 6:33 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 478
- Views: 274440
Re: 3 and 4 way intersections
TBH what I want to see more of are intersections that take the possibility for elevated exits into account. Most of the current designs assume the entrances are always at ground level (which I know is partly necessary because the stations used for testing must be at ground level), but this is a ...