Search found 24 matches
- Thu May 29, 2025 9:10 pm
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 1187
Re: New mod dependency category to be downloaded by default
What more can I add then a +1
- Sun May 25, 2025 5:48 am
- Forum: Balancing
- Topic: Landmines in the offense
- Replies: 9
- Views: 1910
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 ...
- Sun May 18, 2025 6:50 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: apply permanent movement bonus of 150% to mech suit
- Replies: 12
- Views: 2159
Re: Suggestion: apply permanent movement bonus of 150% to mech suit
I'm surprised no-one modded this yet.
- Mon May 12, 2025 6:02 pm
- Forum: Balancing
- Topic: Landmines in the offense
- Replies: 9
- Views: 1910
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
So here is my first try to balance it. now the AeO affects the player as well... so be careful
- Wed May 07, 2025 10:49 am
- Forum: Balancing
- Topic: Landmines in the offense
- Replies: 9
- Views: 1910
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 ...
Seriously just drop the ...
- Tue May 06, 2025 6:19 pm
- Forum: Balancing
- Topic: Landmines in the offense
- Replies: 9
- Views: 1910
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 ...
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 ...
- Thu May 01, 2025 10:20 am
- Forum: Gameplay Help
- Topic: Quality icons for items & entities are indistinguishable
- Replies: 15
- Views: 1047
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.
- Tue Apr 29, 2025 4:36 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 19771
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 ...
- Sun Mar 23, 2025 9:55 am
- Forum: Gameplay Help
- Topic: Robots suddenly leave the main network
- Replies: 11
- Views: 1297
Re: Robots suddenly leave the main network
But would this also be the desired behavior?Rseding91 wrote: Wed Jan 22, 2025 11:39 pm It has always worked like this since robots were addded to the game.
- Fri Mar 07, 2025 3:07 pm
- Forum: Ideas and Suggestions
- Topic: Smart-placing feature ("Blueprint-/Ghost-Placing")
- Replies: 2
- Views: 407
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.
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.
- Sun Feb 02, 2025 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 1292
Re: Removal of the "Use filter" checkbox
Agree yes!aka13 wrote: Fri Jan 31, 2025 8:36 amI love it, it's a bit hard to remove filtering, but that is not an operation that is needed often.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?
Would be great if it was the same for inserters.
- Fri Jan 31, 2025 7:17 am
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 1292
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.


- Thu Jan 30, 2025 8:09 am
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 17
- Views: 2843
Re: Automated landfill should be optional
Yeah, I regret getting foundation then going back to fulgora. But I have a workaround for now.
Don't carry any foundation on you, or put all of it in steel chests. inaccessible to bots. Spam away, then use a filtered tile ghost filter to remove all the remaining ghosts that were on foundation ...
- Thu Jan 30, 2025 8:09 am
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 17
- Views: 2843
Re: Automated landfill should be optional
And perhaps same should hold true for cliff Explosives, only do when in super force mode.
- Wed Jan 29, 2025 11:38 am
- Forum: Ideas and Suggestions
- Topic: Factory information is off screen.
- Replies: 7
- Views: 1097
Re: Factory information is off screen.
Uncheck this:
EntityTooltips.png
That's a good solution. I have tried several and everything shows up in screen.
Thank you.
Another option is that you can uncheck that and set the "Tooltip delay" (or "Entity tooltip delay", I forget) slider to "Never" (all the way to the right). Then ...
- Sat Jan 25, 2025 11:38 am
- Forum: Ideas and Suggestions
- Topic: ingame Mod manager - recently bookmarked
- Replies: 0
- Views: 150
ingame Mod manager - recently bookmarked
When in the ingame mod manager in the explore section. When enabling filter: bookmarks. allow to sort on recently bookmarked.
- Wed Jan 22, 2025 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 17
- Views: 2843
Re: Automated landfill should be optional
+1, yes please
- Thu Jan 02, 2025 3:14 pm
- Forum: Balancing
- Topic: Move Epic Quality Research Unlock to Fulgora
- Replies: 16
- Views: 5099
Re: Move Epic Quality Research Unlock to Fulgora
I agree with OP, seems like a solid suggestion to me.
- Mon Dec 09, 2024 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Reduce amount of spoilers on main menu background clips
- Replies: 3
- Views: 1387
Re: Reduce amount of spoilers on main menu background clips
And perhaps that should be the default 

- Mon Dec 09, 2024 2:31 pm
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 11724
Re: The +300% productivity cap should be documented in-game or removed
At the very least, please cap the infinite technologies at level 30. This is technically a bug right now -- the in game tooltips tell you they will increase the productivity to 310%+, but they actually do not. It's a trap for people not paying attention, resulting in a huge amount of wasted time ...