My 5 cents would be:
Factorio 2 makes only sense if there would be a completely different graphic engine and/or incompatible new game mechanics
When it comes to one big or small DLCs I would suggest a combination of both in a season pass as I believe it would be best for gamers and developers ...
Search found 7 matches
- Fri Oct 08, 2021 10:16 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 207346
- Fri Jan 31, 2020 7:16 am
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 26002
Re: Commenting combinators
+1000 :D
I do heavily support this suggestion but extending it to either every possible entity in the game (as suggested before in this thread) or to at least every entity that can be connected to a circuit network. And the comment texts must be stored into blueprints.
While I do not currently ...
I do heavily support this suggestion but extending it to either every possible entity in the game (as suggested before in this thread) or to at least every entity that can be connected to a circuit network. And the comment texts must be stored into blueprints.
While I do not currently ...
- Wed Jan 18, 2017 10:10 am
- Forum: Implemented Suggestions
- Topic: Pause Logistics Queues / Turn off logistic system requests
- Replies: 59
- Views: 25051
Re: Pause Logistics Queues / Turn off logistic system requests
I would like to support this feature. There are moments you want to dump your stuff in chests (to pick them up again later on) because you need plenty of other stuff for some activity. Since slots get refilled by the bots the only way to accomplish this is to clear all logiostics order slots and ...
- Mon May 09, 2016 7:34 am
- Forum: Mods
- Topic: [MOD 0.12.x] Dude, where's my car?
- Replies: 13
- Views: 17307
Re: [MOD 0.12.x] Dude, where's my car?
I believe that receipts are only enabled at the moment of the research event. This mod updating the "Automobilism" research it would have to check if this has already been researched (which was the case in my game) and enable it's receipt.
I have modified my copy to have its own research for the ...
I have modified my copy to have its own research for the ...
- Sat May 07, 2016 12:02 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Dude, where's my car?
- Replies: 13
- Views: 17307
Re: [MOD 0.12.x] Dude, where's my car?
Ok there seem to be somethiong wrong in tzhgis version of the mod with the current game versions research. The key pops up if I set the receipt to enabled (i.e. not requiring any research). I will try to look into this.
- Sat May 07, 2016 7:38 am
- Forum: Mods
- Topic: [MOD 0.12.x] Dude, where's my car?
- Replies: 13
- Views: 17307
Re: [MOD 0.12.x] Dude, where's my car?
Where is the key expected top popuip in th eproduction window ? I see it in the research tree but can't seem to find it to produce one. V0.12.33
- Mon May 02, 2016 3:16 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: All in one 5/6/12 science for assembling machine 3
- Replies: 35
- Views: 53733
Re: All in one 5/6/12 science for assembling machine 3
I've build this design which is quite coinsuming on resources. The full build works but the factory does not. Already during construction I found that some entities (rafineries, chemical plants and one single assembly 3) will show red and prevent placing the blueprint over th ebuikld again once onew ...