Search found 26 matches

by Dictator
Fri May 30, 2025 11:48 am
Forum: Ideas and Suggestions
Topic: [QoL] Quality toggles/drop down switch
Replies: 0
Views: 133

[QoL] Quality toggles/drop down switch

Currently quality toggles get replaced with dropdown even if you add one modded quality.
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It should be configurable in settings, so you can switch to drop down/toggles depending on your preferences.
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A mod that adds 5 - 10 quality levels wouldn't crowd out quality ...
by Dictator
Tue Apr 15, 2025 4:48 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 53308

Re: Version 2.0.45

LCStark wrote: Tue Apr 15, 2025 4:44 pm
Dictator wrote: Tue Apr 15, 2025 4:43 pm This is on 2.0.45?
04-15-2025, 18-44-12.png
Ah so they forgot to list it in changelog.
by Dictator
Tue Apr 15, 2025 4:43 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 53308

Re: Version 2.0.45



On stable version around 2.40 or so reducing all evolution factors to "1" didn't disable achievements - evolution was active, just at snail pace.
So turning off evolution disables it, but reducing it to minimum doesn't.
Not sure if its changed on this experimental version.


Alright, checked it ...
by Dictator
Tue Apr 15, 2025 4:40 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 53308

Re: Version 2.0.45



I guess reducing or disabling evolution also should disable some achievements for completeness sake.


It does. At least when I totally disabled it, the achievements were marked as disabled. I haven't checked if it does that for lower values, but I assume it does that for all "easier" settings ...
by Dictator
Tue Apr 15, 2025 4:34 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 227
Views: 53308

Re: Version 2.0.45

Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
I guess reducing or disabling evolution also should disable some achievements for completeness sake.
by Dictator
Tue Apr 15, 2025 8:14 am
Forum: Ideas and Suggestions
Topic: UPS friendly endgame - reducing entity count with new OP items.
Replies: 8
Views: 687

Re: UPS friendly endgame - reducing entity count with new OP items.

Yeah, I mass produced legendary bulk (green ones) inserters.
I have to make legendary stack inserters yet.

I guess I should use less than 8 beacons and start planning for direct insertation for some more recipes at some point - inserters are faster if it doesn't interact with belt
8/10 (bigger for ...
by Dictator
Wed Apr 09, 2025 2:02 pm
Forum: Ideas and Suggestions
Topic: UPS friendly endgame - reducing entity count with new OP items.
Replies: 8
Views: 687

Re: UPS friendly endgame - reducing entity count with new OP items.


I never understand the purpose of this, if people want "better" UPS just don't produce anything. Or just use unlimited chess and cheat. Having "OP" factory destroy the point of factorio, deal with constraint. If you want to remove these constraint where is the game ?


Well inserters are too slow ...
by Dictator
Sun Apr 06, 2025 9:51 pm
Forum: Ideas and Suggestions
Topic: UPS friendly endgame - reducing entity count with new OP items.
Replies: 8
Views: 687

UPS friendly endgame - reducing entity count with new OP items.

This is meant for following scenario:
You have everything legendary - inserters, pumps, machines, modules, etc.
So even one tiny subfactory uses legendary machine with legendary beacons and t3 modules.
You already optimized your base for DI and UPS.

I would like to suggest multiple things, that ...
by Dictator
Fri Mar 14, 2025 9:06 am
Forum: Duplicates
Topic: [2.0.39] Missing Aquilo science requirement
Replies: 1
Views: 143

[2.0.39] Missing Aquilo science requirement

Railgun Damage doesn't use Aquilo science unlike other Aquilo unlocked techs
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I would expect, that it requires aquilo science to research like its unlocks.
by Dictator
Tue Feb 11, 2025 5:08 pm
Forum: Not a bug
Topic: [2.0.32] Map Exchange String data is not stored properly.
Replies: 1
Views: 149

[2.0.32] Map Exchange String data is not stored properly.

I generated this map
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Here is its exchange string:
>>>eNp1Uj2IE0EUnrkYcuYSjRIEIZwprhJioSIWkh1tVAQr+2WymeQGNztxdiZyZ2GKKywEGxuv0doDrSwEhYCNgoKgIHYnZ2Fhcf4gdnFmd2czuxcH3ts373t/39tZAAA0lYBGDd+Q1Geux2WXuIz6W4+PtwGYIC0lD/seFcT27fMYzgSVPTYcEt5iPBO3P6rYylUsk4AM1lodHBIAxo6Ras+XjNOAuCMSCDuh2pN ...
by Dictator
Fri Feb 07, 2025 10:56 am
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 9
Views: 1279

Re: Acid neutralizarion is 10x too fast.

Reducing steam production by 10x would be fine - it still would make more steam than heat exchanger, and you could use modules, beacons and quality without hitting limits almost immediately.
by Dictator
Thu Feb 06, 2025 11:25 pm
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 9
Views: 1279

Re: Acid neutralizarion is 10x too fast.

I mean its power density is high enough to compete with nuclear power, if not fusion (if fluids weren't capped).
by Dictator
Thu Feb 06, 2025 9:44 pm
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 9
Views: 1279

Acid neutralizarion is 10x too fast.

Common heat exchanger produces 103 steam/s
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Common unmoduled chemical plant produces 2000 steam/s
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This means it produces 20x more steam than steam turbine, very quickly you can reach its limit of 6000 units/s of fluid.
Since you can module and beacon it, there would be no ...
by Dictator
Sat Jan 11, 2025 10:12 am
Forum: Outdated/Not implemented
Topic: Use Heat from Heat Pipes to Accelerate Belt Spoilage
Replies: 5
Views: 831

Re: Use Heat from Heat Pipes to Accelerate Belt Spoilage

For this stuff I use steel boxes:
Bacteria or Ore -> inserter -> Steel box -> Inserter with ore filter -> belt.
10 steel boxes are good enough early.

Belts with bacteria
Inserters
Chests
Inserters with ore filter
Belts with ore, continuing to furnaces.

Alternatively you can use belt weaving so it ...
by Dictator
Tue Jan 07, 2025 1:01 pm
Forum: Not a bug
Topic: [2.0.28] Techs without descriptions
Replies: 6
Views: 610

Re: [2.0.28] Techs without descriptions




That's not a bug.


What is reason for seemingly random techs not having a description?
Random missing text seemed like a bug.


Most other things in the game doesn't have a description either. It's often unnecessary, and I guess Wube doesn't want to waste time writing them, and translating ...
by Dictator
Tue Jan 07, 2025 12:41 pm
Forum: Not a bug
Topic: [2.0.28] Techs without descriptions
Replies: 6
Views: 610

Re: [2.0.28] Techs without descriptions

Loewchen wrote: Tue Jan 07, 2025 12:21 pm That's not a bug.
What is reason for seemingly random techs not having a description?
Random missing text seemed like a bug.
by Dictator
Tue Jan 07, 2025 11:58 am
Forum: Not a bug
Topic: [2.0.28] Techs without descriptions
Replies: 6
Views: 610

[2.0.28] Techs without descriptions

While this was posted somewhere outside of bug reports, I think its bug report worthy.

Most of those have flavor text (description) like Automation Science.
"Allows research of basic automation methods."
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Such line is missing for following techs:
Steam Power
Electric Mining Drill ...
by Dictator
Mon Dec 09, 2024 9:15 pm
Forum: General discussion
Topic: Quality and Speed: How much waste does haste make?
Replies: 66
Views: 9519

Re: Quality and Speed: How much waste does haste make?

Quality quality modules can handle some haste due to higher base quality, but you can forget about skipping whole tiers of quality.
Legendary speed modules create more haste with same waste (quality reduction)

Here are quality chances with legendary quality modules.
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Cryogenic plants ...
by Dictator
Sun Dec 08, 2024 11:01 pm
Forum: Ideas and Suggestions
Topic: [2.0.23] Biochamber research has no description
Replies: 2
Views: 367

Re: [2.0.23] Biochamber research has no description

can't post more than 9 pics at once
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by Dictator
Sun Dec 08, 2024 10:59 pm
Forum: Ideas and Suggestions
Topic: [2.0.23] Biochamber research has no description
Replies: 2
Views: 367

Re: [2.0.23] Biochamber research has no description

Others, some very early techs have no description too
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