Search found 32 matches

by NOiZE
Mon Jun 29, 2026 1:50 pm
Forum: Ideas and Suggestions
Topic: Automated landfill should be optional
Replies: 20
Views: 5831

Re: Automated landfill should be optional

I've worked on an improved version of the mod:
https://mods.factorio.com/mod/TerrainToggle

but i agree it would be better if it would actually work as described in FFF-383
Shit + Click (normal force) --> no automatic landfill/foundation/cliff explosives/elevated rails.
Ctrl + Shit + Click (super ...
by NOiZE
Mon Jun 29, 2026 1:12 pm
Forum: Balancing
Topic: Flamethrower turret
Replies: 6
Views: 298

Re: Flamethrower turret

sarge945 wrote: Mon Jun 29, 2026 12:39 am I feel like they should make it require "napalm" instead of any random fluid, and creating napalm would require 20 units of crude oil and 1 unit of coal to produce.
Shameless self-promotion: https://mods.factorio.com/mod/flamethrower-overhaul
(I will update for 2.1 soonish)
by NOiZE
Fri Apr 17, 2026 9:14 am
Forum: Ideas and Suggestions
Topic: Increase Cargo Landing Pad Throughput
Replies: 19
Views: 7091

Re: Increase Cargo Landing Pad Throughput

I made a mod to limit the amount of cargo bays by research:

https://mods.factorio.com/mod/CargoBayLimitResearch

With the idea that you can then also use inserters from the cargo bays themselves:

https://mods.factorio.com/mod/cargo-bay-inserters

That way you can expand, but the teleportation ...
by NOiZE
Sat Aug 23, 2025 12:10 pm
Forum: Ideas and Suggestions
Topic: Research for +1 Landing Pads per Surface
Replies: 25
Views: 6801

Re: Add an infinite technology to increase Cargo Landing Pad limit


An infinite research could allow to grab from closest cargo bay.
Level 1: can grab from cargo bays directly connected to the landing pad
Level 2: can grab from cargo bays connected to the ones enabled by level 1
Level 3: can grab from cargo bays connected to the ones enabled by level 1-2
Level 4 ...
by NOiZE
Sat Aug 02, 2025 11:27 am
Forum: Balancing
Topic: Landmines in the offense
Replies: 19
Views: 5600

Re: Landmines in the offense



Not sure where the car and tanks are coming from, they are totally not needed.

Just go on foot with landmines, you own every biter base, including all the behemoth biters, no prob, see video in the top post. place the land mines in front of yourself in a circular motion. The biters will focus ...
by NOiZE
Fri Aug 01, 2025 11:01 pm
Forum: Balancing
Topic: Landmines in the offense
Replies: 19
Views: 5600

Re: Landmines in the offense

anyway, i made a mod to balance it:

https://mods.factorio.com/mod/LandmineExplosionsDoHurt
by NOiZE
Fri Aug 01, 2025 10:55 pm
Forum: Balancing
Topic: Landmines in the offense
Replies: 19
Views: 5600

Re: Landmines in the offense

Not sure where the car and tanks are coming from, they are totally not needed.

Just go on foot with landmines, you own every biter base, including all the behemoth biters, no prob, see video in the top post. place the land mines in front of yourself in a circular motion. The biters will focus on ...
by NOiZE
Sun May 25, 2025 5:48 am
Forum: Balancing
Topic: Landmines in the offense
Replies: 19
Views: 5600

Re: Landmines in the offense


Landmines shoudn't damage player. It designed to be outside walls and blowing up biters. If they blow up player, then i wouldn't make sense placing them around walls, because it would blow up walls and would be trouble when dealing with business around the walls. Even so, if devs add this feature ...
by NOiZE
Mon May 12, 2025 6:02 pm
Forum: Balancing
Topic: Landmines in the offense
Replies: 19
Views: 5600

Re: Landmines in the offense

https://mods.factorio.com/mod/LandmineExplosionsDoHurt

So here is my first try to balance it. now the AeO affects the player as well... so be careful
by NOiZE
Wed May 07, 2025 10:49 am
Forum: Balancing
Topic: Landmines in the offense
Replies: 19
Views: 5600

Re: Landmines in the offense

Well that is indeed the experience you would expect. But instead the biters focus their attention on eating the landmines instead of you. And although there are explosions all around you, none of them actually impact you. because you are immune to landmine explosions.

Seriously just drop the ...
by NOiZE
Tue May 06, 2025 6:19 pm
Forum: Balancing
Topic: Landmines in the offense
Replies: 19
Views: 5600

Landmines in the offense

Not sure if this is intended game play:
https://youtu.be/aTNUpQNm3Yw?t=538

Title : Balance Landmines: Player Damage, 30% Less Nest Damage, No Enemy Targeting

Type : Feature Request

Factorio Version : 2.0 (also applicable to earlier versions)

Short Description :
Make landmine explosions ...
by NOiZE
Thu May 01, 2025 10:20 am
Forum: Gameplay Help
Topic: Quality icons for items & entities are indistinguishable
Replies: 15
Views: 2702

Re: Quality icons for items & entities are indistinguishable

it is a good point though, perhaps the icon on items should be on the right bottom side, to fix this.
by NOiZE
Tue Apr 29, 2025 4:36 pm
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 34507

Re: Version 2.0.46


Minor Features

Added Space Age expansion filter to the mod portal explore pane.
Added "planets" and "character" tags to the mod portal explore pane.
Mod portal search results and mod info will show whether they require the Space Age expansion.



Great to see these changes, can we please ...
by NOiZE
Sun Mar 23, 2025 9:55 am
Forum: Gameplay Help
Topic: Robots suddenly leave the main network
Replies: 11
Views: 3150

Re: Robots suddenly leave the main network

Rseding91 wrote: Wed Jan 22, 2025 11:39 pm It has always worked like this since robots were addded to the game.
But would this also be the desired behavior?
by NOiZE
Fri Mar 07, 2025 3:07 pm
Forum: Ideas and Suggestions
Topic: Smart-placing feature ("Blueprint-/Ghost-Placing")
Replies: 2
Views: 1129

Re: Smart-placing feature ("Blueprint-/Ghost-Placing")

Mouse over construction comes pretty close to what you'll want:

https://mods.factorio.com/mod/MouseOverConstruction

I use it all the time, only with like super force build over other stuff it doesn't work entirely correct.
by NOiZE
Sun Feb 02, 2025 12:40 pm
Forum: Ideas and Suggestions
Topic: Removal of the "Use filter" checkbox
Replies: 13
Views: 3313

Re: Removal of the "Use filter" checkbox

aka13 wrote: Fri Jan 31, 2025 8:36 am
boskid wrote: Fri Jan 31, 2025 8:22 am What do you think about tristate filter mode solution i did in case of loader entities?
I love it, it's a bit hard to remove filtering, but that is not an operation that is needed often.
Would be great if it was the same for inserters.
Agree yes!
by NOiZE
Fri Jan 31, 2025 7:17 am
Forum: Ideas and Suggestions
Topic: Removal of the "Use filter" checkbox
Replies: 13
Views: 3313

Removal of the "Use filter" checkbox

Removal of the "Use filter" checkbox. So you just have to click the box to show the selection window, or drop something in one of the boxes. If that happens, the white/blacklist options also becomes available.

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