Search found 9 matches

by EvilMushroom
Wed Dec 30, 2020 10:18 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Script for unlocking technologies based on type.
Replies: 0
Views: 1434

Script for unlocking technologies based on type.

I use different blueprints for different stages of the game, so I categorize them based on which science packs are available at the time. This is an easy way to unlock only those technologies available for a certain stage of the game. To use, paste the following code into the console (don't forget t...
by EvilMushroom
Tue Nov 22, 2016 10:23 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 45179

Re: Friday Facts #165 - Death by a thousand cuts

Now that we are getting closer to release, I thought I would share my wishlist of little things that aren't really necessary, but I think would be really cool to have. Filter deconstruction planner. I would hope I could specify filters just like the filter inserter. This would have many uses, such a...
by EvilMushroom
Sat Oct 08, 2016 7:25 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104533

Re: Friday Facts #159 - Research revolution

How do the labs automatically develop technology?? Either there are people working inside, using the resources for experiments and prototyping, or there's a godly AI inside each lab, somehow constructed with a few basic circuit boards. Either way makes no sense. The primary scientific knowledge dat...
by EvilMushroom
Sat Oct 08, 2016 7:12 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 104533

Re: Friday Facts #159 - Research revolution

kane.nexus wrote:...minimize research griefing...
I always felt this could be easily fixed by making research progress persistent, so when you switch back to researching an old technology, it retains any progress already made. Seems kind of silly that this is not the default behavior.
by EvilMushroom
Wed Aug 17, 2016 12:17 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 83149

Re: Friday facts #151 - The plans for 0.14

you should read more into nuclear power plants then, because there are literally hundreds of fail-safe mechanisms to prevent a meltdown. It takes extreme conditions for it to happen, not just a simple power outage, but a series of unexpected events. But no passive failsafes. It requires active effo...
by EvilMushroom
Wed Aug 17, 2016 12:15 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 83149

Re: Friday facts #151 - The plans for 0.14

reactor is not a nuclear bomb. It will not 'explode killing everything around', like you want to imagine. I know that, but as I said "I don’t think it would be much fun to realistically irradiate the area", so I thought in the fictional world of Factorio, why not make it act like a bomb f...
by EvilMushroom
Sun Aug 14, 2016 5:15 am
Forum: News
Topic: Friday facts #151 - The plans for 0.14
Replies: 196
Views: 83149

Re: Friday facts #151 - The plans for 0.14

What I always found fascinating about nuclear power plants is that they require constant energy to prevent them from blowing up. Cut off electricity, water stops being pumped into the plant, the control rods are no longer cooled, control rods melt, nuclear fission increases, and you have a total mel...
by EvilMushroom
Fri Jun 10, 2016 8:46 pm
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 62023

Re: Friday Facts #142 - Playtesting

Good call on the inventory space. I have yet to encounter a game where I thought "You know, what this game really needs is a mechanic forcing me to spend more time messing with my inventory".

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