Search found 22 matches

by Shalashalska
Fri Jun 19, 2026 7:35 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 176
Views: 33948

Re: Friday Facts #443 - More Planet Deliveries

For the cargo bay range scaling, it could scale with the square root of the number of attached cargo bays. That way, you can scale it out infinitely for arbitrarily large transfer/train bays, but it would be hard to use for linear transfers. If it was something like sqrt(cargo bays)*4, and you ...
by Shalashalska
Fri Nov 01, 2024 5:07 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 183
Views: 91892

Add option for mixed Quality in Assemblers

TL;DR
I would like there to be an "Any" quality option in an assembling machine. This would take inputs of any quality, and produce an output of the average quality of the inputs.


What?
Currently when setting up an assembler, you can only choose a specific quality for the ingredients:
10-31 ...
by Shalashalska
Fri Oct 25, 2024 7:55 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 114
Views: 226896

Re: Space Platform 101 Discussion

You can view the power statistics of the space platform by placing a power pole anywhere on the platform. I'm not sure if there is a better way to do this, and there probably should be one.
by Shalashalska
Sat Mar 05, 2016 9:27 pm
Forum: Mods
Topic: Bugs & CTD's! [Latest version only]
Replies: 53
Views: 55166

Re: Bugs & CTD's! [Latest version only]

Factorio 12.25 seems to have changed the format for dependencies a bit, so the game crashes on startup with this pack. Basically, some of the dependencies are listed in the info.json file as Modname >=VersionNumber (no space between >= and VersionNumber) but in 12.25 the space is necessary.
by Shalashalska
Wed Jul 29, 2015 8:19 pm
Forum: Ideas and Suggestions
Topic: Quick Craft
Replies: 5
Views: 4477

Re: Quick Craft

The keybinding really doesn't matter, it's just annoying that there isn't a way to easily re-craft things.
by Shalashalska
Wed Jul 22, 2015 1:04 am
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 353070

Re: [MOD 0.12.x] Landfill (2.1.5)

I think this may be a vanilla bug. I also crashed once when replacing water with concrete in the editor.
by Shalashalska
Tue Jul 21, 2015 5:51 am
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 353070

Re: [MOD 0.11.x] Landfill (2.1.4)

RU: я имею в виду что бомба из вашего мода при взрыве напрягает компьютер, и я попросил какой либо альтернативный метод уничтожения земли чтобы появилась вода. В моде Silica есть лопата для выкапывания земли и создания озер, можете ли вы сделать что-нибудь подобное? Или хотя бы подсказать как это ...
by Shalashalska
Tue Jul 21, 2015 5:31 am
Forum: Ideas and Suggestions
Topic: Quick Craft
Replies: 5
Views: 4477

Quick Craft

I was playing ARK Survival recently, and in ARK, if you alt+press the hotkey of a slot, you will craft more of the item in that slot. I think this would be very helpful for Factorio as well, so if you run out of something in a filtered slot, you can just alt+number and start crafting more instead of ...
by Shalashalska
Wed May 28, 2014 1:14 am
Forum: Mods
Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
Replies: 138
Views: 157502

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

I feel like the laser defences are almost all the same strength. There really isn't much of a difference between them, and none of them even come close to the dytech mk1.
by Shalashalska
Sun May 25, 2014 10:27 pm
Forum: Ideas and Suggestions
Topic: Player logistic slot improvements
Replies: 4
Views: 4834

Player logistic slot improvements

1. Active provider logistic slots: I keep placing down random active provider chests just to dump extra stuff from my inventory into logistics storage. It would be very convenient to have player slots that do this without the need for random chests all over the base.

2. Single-time request slots ...
by Shalashalska
Mon Jun 10, 2013 10:39 pm
Forum: Balancing
Topic: Infinite Rocket Fuel
Replies: 6
Views: 12556

Infinite Rocket Fuel

Somewhat related, but rocket turrets have a somewhat overly long range, longer than that of the rocket launcher. (at least in 0.5.0) With steel armor, running in to fire a single rocket took me down to half health because the turret managed to get 5-6 shots off before I could get in range.
by Shalashalska
Sat Mar 23, 2013 4:08 am
Forum: Off topic
Topic: Awaited Indie Games Thread
Replies: 49
Views: 48370

Re: Awaited Indie Games Thread

I'm looking forward to an indie game called Starbound about mining/building -- http://playstarbound.com/
Also known as the semi-official sequel to Terraria. Tiy, the lead dev of Starbound, was also the lead dev on Terraria.
This might or might not count, but the Terraria 1.2.0 update.


Actually ...
by Shalashalska
Fri Mar 22, 2013 5:06 am
Forum: Off topic
Topic: Awaited Indie Games Thread
Replies: 49
Views: 48370

Re: Awaited Indie Games Thread

Blackmoor wrote:I'm looking forward to an indie game called Starbound about mining/building -- http://playstarbound.com/
Also known as the semi-official sequel to Terraria. Tiy, the lead dev of Starbound, was also the lead dev on Terraria.
This might or might not count, but the Terraria 1.2.0 update.
by Shalashalska
Fri Mar 22, 2013 4:54 am
Forum: Mods
Topic: [WIP 0.2.10] The power of Atom
Replies: 19
Views: 25049

Re: [WIP 0.2.10] The power of Atom

allowing you to smelt uranium bars

D:! dont do that! better a enrichmeint (or w/e it is said) process but LOL smelting uranium...
Also the most used radioactive sustance for nuclear reactors isnt uranium, since uranium is x2 rarer than gold, it is plutonium, and also, if you want to do it more ...
by Shalashalska
Fri Mar 22, 2013 12:32 am
Forum: Mods
Topic: [MOD WIP 0.3.2] Inserter Mod
Replies: 17
Views: 24778

Re: [MOD WIP 0.2.10] Inserter Mod

Can you also add a very fast inserter, which you get after you research logistics 2? I sometimes need to have multiple fast inserters pulling from one conveyor to put everything in a buffer chest, and this would be very helpful.
by Shalashalska
Fri Mar 01, 2013 6:18 am
Forum: General discussion
Topic: Scenario Section
Replies: 0
Views: 5419

Scenario Section

I think that the custom scenario subforum got deleted when the forum was reorganized, could you add it back?
by Shalashalska
Fri Mar 01, 2013 6:14 am
Forum: Mods
Topic: [WIP] Generator properties and recipe
Replies: 8
Views: 15906

Re: Generator properties and recipe

You could possibly generate a random integer from 1 to 100, and when it is 1, produce 235 in a different slot than the 238 goes.
by Shalashalska
Sun Feb 24, 2013 7:38 pm
Forum: Implemented Suggestions
Topic: Sandbox
Replies: 2
Views: 6482

Re: Sandbox

nmccandless wrote:I just found the map editor, which solves my question, but how can I place a player spawn location? :/ I can't figure it out.
Open the inventory with E, then hit F to change from neutral entities to player entities, the player is the first thing in the left set of objects.
by Shalashalska
Sun Feb 24, 2013 5:58 am
Forum: Ideas and Suggestions
Topic: Concept Design - Wood Mills
Replies: 26
Views: 32260

Re: Concept Design - Wood Mills

Maybe log-chopping robots? It would be a more realistic way to go around chopping trees.
by Shalashalska
Sun Feb 24, 2013 5:56 am
Forum: Implemented Suggestions
Topic: Giant Capacitors
Replies: 3
Views: 7239

Re: Giant Capacitors

Giant flywheels would be nice, especially to make solar power more practical, right now it's almost useless. And if they get destroyed by an attack, then they explode with a different size depending on their charge, and also will break at higher health if they have more charge (if it's moving really ...

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