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 ...
Search found 26 matches
- Fri May 30, 2025 11:48 am
- Forum: Ideas and Suggestions
- Topic: [QoL] Quality toggles/drop down switch
- Replies: 0
- Views: 133
- Tue Apr 15, 2025 4:48 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 53308
- 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 ...
- 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 ...
- Tue Apr 15, 2025 4:34 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.Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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
I would expect, that it requires aquilo science to research like its unlocks.- 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 ...
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Here is its exchange string:
>>>eNp1Uj2IE0EUnrkYcuYSjRIEIZwprhJioSIWkh1tVAQr+2WymeQGNztxdiZyZ2GKKywEGxuv0doDrSwEhYCNgoKgIHYnZ2Fhcf4gdnFmd2czuxcH3ts373t/39tZAAA0lYBGDd+Q1Geux2WXuIz6W4+PtwGYIC0lD/seFcT27fMYzgSVPTYcEt5iPBO3P6rYylUsk4AM1lodHBIAxo6Ras+XjNOAuCMSCDuh2pN ...
- 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.
- 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).
- 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 ...
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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 ...
- 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 ...
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 ...
- 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 ...
- 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
What is reason for seemingly random techs not having a description?
Random missing text seemed like a bug.
- 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 ...
Most of those have flavor text (description) like Automation Science.
"Allows research of basic automation methods."
obraz.png
Such line is missing for following techs:
Steam Power
Electric Mining Drill ...
- 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 ...
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 ...
- 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
- 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