Search found 561 matches
- Sun Jul 06, 2025 8:20 am
- Forum: Reika's Mods
- Topic: Bioluminescence - Because lamps need not be the only things to glow in the dark
- Replies: 19
- Views: 12655
Re: Bioluminescence - Because lamps need not be the only things to glow in the dark
I just wanted to say I love this mod! I have been using it with Space Exploration and it works pretty great and ever since I started playing with it I now cannot live without it! In fact in my updated forum avatar you can even see a glowing plant!
- Fri Jan 10, 2025 8:13 am
- Forum: Technical Help
- Topic: [2.0.7] Error loading Space Age expansion
- Replies: 5
- Views: 4366
Re: [2.0.7] Error loading Space Age expansion
These are two different games which don't seem to realize they are two different games. They have to be installed separately, even though they will attempt to install together.
- Fri Jan 10, 2025 4:37 am
- Forum: Technical Help
- Topic: Update failed from 2.0.27 -> 2.0.28 Wube Standalone Version
- Replies: 1
- Views: 548
Re: Update failed from 2.0.27 -> 2.0.28 Wube Standalone Version
edit: issue solved. Factorio 2 as it turns out CAN be installed on top of Factorio 1 and even shares the same version numbers, despite being a different game which should be installed separately. There should be installation instructions somewhere but there appear to not be any.
I am experiencing ...
I am experiencing ...
- Mon Dec 25, 2023 3:44 am
- Forum: Ideas and Requests For Mods
- Topic: Reduce water volume to 1/10th
- Replies: 9
- Views: 2961
Reduce water volume to 1/10th
I want a mod which cuts all water amounts in recipes and in storage and production to 1/10th, so that it takes up less space. The amounts of water used in a lot of processes seem like comically high amounts, oil processing in particular is weird because a lot of oil products seem to contain more ...
- Wed Feb 22, 2023 7:23 am
- Forum: Ideas and Suggestions
- Topic: Vehicle Acceleration/Top Speed for Cars
- Replies: 7
- Views: 3470
Re: Vehicle Acceleration/Top Speed for Cars
I think cars should have a fixed acceleration, no matter what fuel you are using. Without gear change it would be hard to drive precisely otherwise. The maximum speed might be increased though. The tank should accelerate fairly good, but being simply cut at a rather low speed with normal fuel ...
- Tue Feb 07, 2023 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Acceleration/Top Speed for Cars
- Replies: 7
- Views: 3470
Re: Vehicle Acceleration/Top Speed for Cars
Fuel has no bearing on how well a vehicle can brake or turn, so a fuel modifier for these makes no sense. We can already mod these directly, although I would support a research tech being able to mod these as well. But it doesn't make sense to be on the fuel.
Don't attack an additional ...
- Tue Feb 07, 2023 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Acceleration/Top Speed for Cars
- Replies: 7
- Views: 3470
Re: Vehicle Acceleration/Top Speed for Cars
If the top speed modifier is indeed not affecting cars, then that sounds like a bug report.
Cars do not have a top speed attribute. Their actual top speed is a function of their acceleration power and their current friction values.
I also fail to see what fuel has to do with these:
braking ...
- Mon Feb 06, 2023 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Acceleration/Top Speed for Cars
- Replies: 7
- Views: 3470
Vehicle Acceleration/Top Speed for Cars
VANILLA FACTORIO
Currently, the top speed modifier on fuels only affects the top speed of trains. The acceleration modifier on fuels affects the acceleration of trains, but for cars if affects both acceleration and top speed.
WHAT I AM SUGGESTING
I want to be able to make fuels which can ...
Currently, the top speed modifier on fuels only affects the top speed of trains. The acceleration modifier on fuels affects the acceleration of trains, but for cars if affects both acceleration and top speed.
WHAT I AM SUGGESTING
I want to be able to make fuels which can ...
- Fri Nov 25, 2022 1:53 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 36240
Re: Friday Facts #371 - Apple Silicon
Now compare these Macs with PC! 

- Sun Dec 05, 2021 4:42 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 44734
Re: EndgameCombat - Defend your base against lategame enemies with ease
I wouldn't know, but at a glance I suspect it might be Titanium by brevven causing the issue. Also, by the looks of it, you are more likely to get a prompt response there. So I'd try reporting it to brevven.
- Tue Nov 23, 2021 6:10 pm
- Forum: Ideas and Suggestions
- Topic: Flamethrower Turret: more options w/fluids
- Replies: 1
- Views: 1793
Flamethrower Turret: more options w/fluids
TL;DR
Add more ways for fluids to affect the flamethrower turret beyond only damage.
Fluids in Flamethrower Turrets
Currently, flamethrower turrets have their damage affected by which fluid you have hooked up to fuel them, for example they receive a 10% damage bonus when using light oil as ...
Add more ways for fluids to affect the flamethrower turret beyond only damage.
Fluids in Flamethrower Turrets
Currently, flamethrower turrets have their damage affected by which fluid you have hooked up to fuel them, for example they receive a 10% damage bonus when using light oil as ...
- Tue Nov 23, 2021 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Map Laser Turret Color Red
- Replies: 10
- Views: 4357
Re: Map Laser Turret Color Red
Why don't all turrets have the same color? We don't have different colors for different types of factory buildings. You want that level of detail, that's what you zoom in for. There should be one color for "defense system" across the board.
- Sat Nov 13, 2021 9:39 am
- Forum: Technical Help
- Topic: Can't login to mod portal from in game
- Replies: 2
- Views: 1661
Re: Can't login to mod portal from in game
Okay, I sent the email. Thanks for the response!
- Wed Nov 10, 2021 12:09 am
- Forum: Technical Help
- Topic: Can't login to mod portal from in game
- Replies: 2
- Views: 1661
Can't login to mod portal from in game
I can login to the mod portal just fine via browser, but I can't login in-game. When I try in-game, it says that my username and password are not associated with any account. I have made certain that I have typed them correctly. Nobody else seems to be experiencing this issue, and it just started a ...
- Wed Oct 27, 2021 3:25 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 34320
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Can you help me? I am trying to edit the mod, but I am confused as to how it works or where each thing is. The structure is not like other mods which I am used to.
I seem to be experiencing an issue in which I get double pollution output but only half pollution cleanup. I'm okay with the output, it ...
I seem to be experiencing an issue in which I get double pollution output but only half pollution cleanup. I'm okay with the output, it ...
- Fri Sep 25, 2020 5:45 am
- Forum: Questions, reviews and ratings
- Topic: request: mod that changes accumulator priority
- Replies: 3
- Views: 2446
Re: request: mod that changes accumulator priority
Neither complex nor lacking.
Until you try to make it stop flickering. This is a standard solution that is proposed way too often by people with too little experience with the topic. Please stop.
Note that this would make it utterly impossible to charge accumulators using a steam engine.
Many ...
Until you try to make it stop flickering. This is a standard solution that is proposed way too often by people with too little experience with the topic. Please stop.
Note that this would make it utterly impossible to charge accumulators using a steam engine.
Many ...
- Sat Sep 19, 2020 7:35 am
- Forum: Ideas and Requests For Mods
- Topic: SR-latch
- Replies: 17
- Views: 38791
Re: SR-latch
Would someone, please, implement SR-latch as a simple to use single item?
I think the power switch should have an optional SR mode.
In the normal mode, it always reads the signal and updates immediately as soon as it changes.
In the SR mode, it has two conditions, an on condition and an off ...
- Sat Sep 19, 2020 6:03 am
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 170821
The real reason that turret creep is a common strategy
It is an extremely common strategy: when taking land from enemies, setup a row of turrets near their spawners, and setup another row a bit closer, until you have placed the turrets within firing range of the spawners. Common, and highly unpopular. Many players insist that this should not be how the ...
- Sat Sep 19, 2020 2:12 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790323
Re: Simple Questions and Short Answers
Since the oil field, once depleted, becomes a permanent resource and will never change its output rate, you can simply get an estimation of how long that will take and calibrate the train to come that often. You can also use this train for other tasks that always take the same amount of time every ...
- Fri Sep 18, 2020 8:19 pm
- Forum: Modding help
- Topic: modding grenades and cannon shells
- Replies: 0
- Views: 899
modding grenades and cannon shells
Can someone show me how to make a mod that changes grenades and cannon shells? I don't understand how to code things, but I can copy from a working template and adjust the values accordingly.