Search found 13 matches

by Nataly171
Fri Jul 10, 2026 5:46 am
Forum: Resolved Problems and Bugs
Topic: [2.0.77] "Open prototype explorer GUI" keybind does not work in blueprint library
Replies: 1
Views: 402

[2.0.77] "Open prototype explorer GUI" keybind does not work in blueprint library

Summary:
Pressing Control + Shift + F on an item in the blueprint library doesn't open the prototype explorer.

Steps to reproduce:
1. Create a blueprint, blueprint book, deconstruction planner, or upgrade planner.
2. Place the created item in the player inventory.
3. Hover your cursor over the item ...
by Nataly171
Fri Jul 10, 2026 5:36 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.77] Incorrect sound effect when placing new items in blueprint library
Replies: 1
Views: 474

[Donion] [2.0.77] Incorrect sound effect when placing new items in blueprint library

Summary:
Using the cursor to place an item in the blueprint library that was not already in the blueprint library produces the generic item inventory drop sound effect from pre-2.0, instead of using the specific sound effect for that item. I suspect this is related to https://forums.factorio.com ...
by Nataly171
Fri Jul 10, 2026 5:21 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.77] Incorrect sound effect when transferring from the blueprint library to inventory
Replies: 1
Views: 480

[Donion] [2.0.77] Incorrect sound effect when transferring from the blueprint library to inventory

Summary:
Shift-clicking items from the blueprint library into the inventory produces the generic item movement sound effect from pre 2.0, instead of using the specific sound effect for that item. I suspect this is related to https://forums.factorio.com/134926 .

Steps to reproduce:
1. Open an entity ...
by Nataly171
Mon Apr 28, 2025 11:12 pm
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 9679

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age

Having solar energy as a prerequisite to space science could also work but I think having multiple prerequisites to trigger technologies in general can be more confusing. For example trying to unlock the foundry by crafting tungsten carbide, without noticing that mining calcite is also a requirement ...
by Nataly171
Mon Apr 28, 2025 12:45 am
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 9679

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age



Solar panels are required to beat the game so they should be a dependency somewhere. That's how it has always worked in Factorio before.


I think this kind of comes and goes, there was a while where it wasn't true, then a few version back they added a bunch of prerequisites for science packs ...
by Nataly171
Sat Apr 26, 2025 5:10 pm
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 9679

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age


It's quite bold to self-impose rules on the first try, unfortunately the set of rules you picked doesn't allow finishing the game, and the current proposal wouldn't help.


I think you may be misunderstanding the suggestion? Either that or I am misunderstanding what you are saying here, because ...
by Nataly171
Fri Apr 25, 2025 11:56 pm
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 9679

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age

For context, the lens I'm looking at this through is from a potential challenge run idea I had where you only research technologies that are prerequisites for the prometheum science pack research. It is correct that you wouldn't have electric mining drills, nor would you even have gun turrets ...
by Nataly171
Fri Apr 25, 2025 1:43 am
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 9679

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age


There are many ways to play the Game, and deciding not/to use Solar Panels is an intentional Option, with tradeoffs in both directions. The Space Age expansion rearranges the tech tree substantially, and Solar Panels are simply not required for Rockets since Satellites are removed. Don’t read into ...
by Nataly171
Thu Apr 24, 2025 6:41 pm
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 9679

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age


I would prefer if they would go with another suggestion (https://forums.factorio.com/viewtopic.php?t=119792) for the sake of having more options but otherwise I strongly agree.


More power production options could be nice to have, however keep in mind that even if solar panels weren't required ...
by Nataly171
Thu Apr 24, 2025 11:03 am
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 9679

Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age

TL;DR
Since solar panels are required in order to make use of space platforms, unlocking them should be required before unlocking space platforms.

What?
When Space Age is enabled, the research for Rocket Silo should have Solar Energy as a prerequisite.

Why?
Solar panels are the only way to ...
by Nataly171
Wed Apr 16, 2025 6:37 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 180090

Re: Version 2.0.45

Perhaps it may be worth considering making these changes to the achievements themselves rather than the solution in place currently. I do definitely see the argument that launching a rocket without building laser turrets doesn't really mean much if you don't need to build any turrets in the first ...
by Nataly171
Tue Apr 15, 2025 11:23 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 180090

Re: Version 2.0.45

I think something worth thinking about also is how mods are handled. With mods enabled, you can still get achievements in the game, but they won't count for steam achievements. I don't really ever see any controversy around that, so I'm thinking maybe changing world settings could be handled ...
by Nataly171
Tue Apr 15, 2025 2:38 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 180090

Re: Version 2.0.45

As a casual player who enjoys watching speedruns, here's my two cents on the achievement disabling changes:

First of all I think it's totally unnecessary to punish players for choosing how they wish to play the game. I understand the thought process behind wanting to keep achievements as, well ...

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