Search found 187 matches
- Tue Jun 30, 2026 10:29 am
- Forum: Ideas and Suggestions
- Topic: A Purpose for Fluid Wagons
- Replies: 7
- Views: 328
Re: A Purpose for Fluid Wagons
1. pump speed of 1200/s is enough for most purposes I've found.
Funny statement in topic about transportation of large volumes over long distance.
In a significant number of cases players who aren't megabasing are going to create their entire refinery before ever running into the pump fluid ...
- Tue Jun 30, 2026 6:05 am
- Forum: Ideas and Suggestions
- Topic: A Purpose for Fluid Wagons
- Replies: 7
- Views: 328
Re: A Purpose for Fluid Wagons
My main gripe with the new fluid system in 2.0 has been that it's essentially made pipes have infinite throughput (obviously it's still limited, but it's effectively infinite for all practical purposes).
Really? For all practical purposes? Lets take very practical purpose from this topic ...
- Tue Jun 30, 2026 1:31 am
- Forum: Ideas and Suggestions
- Topic: A Purpose for Fluid Wagons
- Replies: 7
- Views: 328
Re: A Purpose for Fluid Wagons
Each has its own purpose. Pipes are good for spaghetti/bus bases, fluid wagons for city blocks. There is no need to force either way over another.
- Mon Jun 29, 2026 3:44 am
- Forum: Balancing
- Topic: Flamethrower turret
- Replies: 7
- Views: 458
Re: Flamethrower turret
It seems to me the power of the flamethrower turret trivializes every other defensive tool in vanilla. It will instawipe anything even without upgrades. Is there any chance it's nerfed, even by raising it's fluid usage?
It seems to me that you just do not have enough experience. Try extreme ...
- Sat Jun 27, 2026 8:36 am
- Forum: Ideas and Suggestions
- Topic: Quality Scaling rebalance
- Replies: 4
- Views: 202
Re: Quality Scaling rebalance
Just another quality rebalance suggestion without understanding the real reason behind "legendary or nothing". And as all other it will not change anything. But you may spend 5 minutes to create trivial mod, that implements your idea, and see yourself.
- Thu Jun 25, 2026 1:27 am
- Forum: Ideas and Suggestions
- Topic: Change Quickbar Rows based on Planet
- Replies: 2
- Views: 145
Re: Change Quickbar Rows based on Planet
Looks like this suggestion is specific to your own quickbar configuration. Suggestions like these are better suited for a mod than for inclusion in the base game. There are several mods for manipulating quickbar in different ways. Maybe you should try them.
- Tue Jun 23, 2026 3:48 am
- Forum: Ideas and Suggestions
- Topic: Save Files Grouped By World/Playthrough
- Replies: 5
- Views: 262
Re: Save Files Grouped By World/Playthrough
Factorio doesn't have a defined concept of a "world". What one player means by "world" can be very different from what another player means.
Current system is more flexible. If someone needs to organize saves by worlds/playthroughs, then he can just use name of world/playthrough as prefix and ...
Current system is more flexible. If someone needs to organize saves by worlds/playthroughs, then he can just use name of world/playthrough as prefix and ...
- Tue Jun 23, 2026 3:32 am
- Forum: Ideas and Suggestions
- Topic: "Tips and tricks" update for DLC Space Age
- Replies: 1
- Views: 163
Re: "Tips and tricks" update for DLC Space Age
"Tips and tricks" on your screenshot looks incomplete. There should be a separate section "Space platform". "Orbital logistics" and several other topics should be inside this section and not in "Quality" section. Also section itself has a short animation with all basics, that you need.
- Mon Jun 22, 2026 11:01 pm
- Forum: Show your Creations
- Topic: Finally got there is no spoon
- Replies: 4
- Views: 504
Re: Finally got there is no spoon
It was tough before the SA. It’s hard not to get it these days.
- Fri Jun 12, 2026 9:32 am
- Forum: Ideas and Suggestions
- Topic: Deploy spidertron upon landing
- Replies: 2
- Views: 209
Re: Deploy spidertron upon landing
Maybe players should realize that SA is not SE? What is good in SE, with its grind and hundreds of mostly identical planets, should not be blindly copied to SA.
- Fri Jun 12, 2026 5:49 am
- Forum: Ideas and Requests For Mods
- Topic: Highly productive but expensive (recipe, energy consumption) lab
- Replies: 4
- Views: 272
Re: Highly productive but expensive (recipe, energy consumption) lab
Energy is cheap. Initial cost is paid only once. Crazy productivity value for a lab (machine on the very top of most production chains) will overweight any energy and starting material cost.
Btw, machines without module slots are not affected by beacons at all. This hurts this lab much more than ...
Btw, machines without module slots are not affected by beacons at all. This hurts this lab much more than ...
- Thu Jun 11, 2026 4:32 pm
- Forum: Ideas and Requests For Mods
- Topic: Highly productive but expensive (recipe, energy consumption) lab
- Replies: 4
- Views: 272
Re: Highly productive but expensive (recipe, energy consumption) lab
> It feels balanced
No.
> And is it technical possible?
Yes.
You could spent a few minutes asking any AI to create such a simple mod.
No.
> And is it technical possible?
Yes.
You could spent a few minutes asking any AI to create such a simple mod.
- Wed Jun 10, 2026 4:17 am
- Forum: Ideas and Suggestions
- Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
- Replies: 10
- Views: 919
Re: Quality Flamethrower Turrets Aren't Actually An Upgrade
Longer range allows some creative uses of flamethrower turrets. Which extends their usefulness beyond trivial defense on Nauvis. You are not using them these ways? No problem, just use normal quality FT, they are more than enough for your usecase.
- Wed Jun 10, 2026 3:56 am
- Forum: Ideas and Suggestions
- Topic: Restart Button
- Replies: 9
- Views: 644
- Mon Jun 01, 2026 2:39 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 107
- Views: 35376
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Nonetheless, it is still a huge bonus. Should there really be such a huge bonus?
In my opinion - no. I'm satisfied with the current balance. So I do not like idea of preserving quality through seeds at all.
However from all suggestions to balance starting idea, this one looks the most appealing ...
- Sun May 31, 2026 10:20 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 107
- Views: 35376
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
This doesn't really solve the issue.
Depending on what we consider issue. If "preserve quality from seeds but keep existing balance in the same time" then no solution can handle it. If "let it improve odds but not to full legendary without any puzzles" then proposed solution looks good for me ...
- Sun May 31, 2026 9:22 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 107
- Views: 35376
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Very good solution.radical_larry wrote: Sat May 30, 2026 11:41 am I think a good way to solve this would be quality trees yielding less fruits. If common trees yield 50 fruits each, then uncommon trees do 40, rare 30, epic 20, and legendary just 10 fruits.
- Fri May 29, 2026 4:51 pm
- Forum: Ideas and Requests For Mods
- Topic: [Suggestion] Mod that leaves only Worms
- Replies: 1
- Views: 231
Re: [Suggestion] Mod that leaves only Worms
I love to go on the attack; I hate and despise defending because my base tends to grow large. The building and deconstruction of walls and turrets is... annoying.
Then just attack. It is quite simple, if you destroy every nest in polution cloud, then there will be no attacks. Works even in ...
- Tue May 26, 2026 7:22 am
- Forum: Technical Help
- Topic: old Factorio versions and mods on linux
- Replies: 3
- Views: 482
Re: old Factorio versions and mods on linux
I have both 1.1 and 2.0 versions on my linux. First one I use to play nullius mod, which has no 2.0 version. Just for sure, launched it and checked, that I can install any other 1.1 mod through in-game mod portal. No additional steps are required.
Just in case, factorio has native linux version. Use ...
Just in case, factorio has native linux version. Use ...
- Wed May 06, 2026 6:47 am
- Forum: Balancing
- Topic: Marathon Mode : Increase Tech Multiplier
- Replies: 3
- Views: 741
Re: Marathon Mode : Increase Tech Multiplier
I've tested a Playthrough Marathon-Deathworld with these Settings ( plus Deathworld Settings for Gleba , currently Gleba is unaffected by Deathworld ) and was quite happy with the Experience.
So what? Have you tested your proposition with at least 100 random players and control group?
I have ...