Search found 168 matches
- Tue Nov 25, 2025 5:54 pm
- Forum: Ideas and Requests For Mods
- Topic: Roboport planet landing
- Replies: 2
- Views: 704
Re: Roboport planet landing
Yes
You suggest him an overhaul, but maybe he want's just an option without overhauling the game.
Personally I also seek for this option: start on a planet without sending my character there. And I see more options than just a roboport: a vehicle or a spidertron (spiderling) is also an option ...
- Tue Nov 25, 2025 5:44 pm
- Forum: Gameplay Help
- Topic: Fulgora train challenge, need a better engineer then myself!
- Replies: 11
- Views: 901
Re: Fulgora train challenge, need a better engineer then myself!
no i dont have those mods but it could be a good idea for the future i'll check those thanks :)
I think many players attemted to solve this. I tried it too. But in the end: no matter will you solve it or not - it's not scaleable. I mean, you could solve with circuits 2 stations, 3, maybe 5 ...
- Tue Nov 25, 2025 5:36 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 423
- Views: 133059
Re: Gleba has killed the game for me.
This game ... is one of the most Moddable games ever made.
If a player has a problem with something, there will be a mod or a setting to make the "annoying" thing go away. I understand that Gleba is annoying, so:
https://mods.factorio.com/mod/gleba-reborn
https://mods.factorio.com/mod/better ...
- Fri Nov 21, 2025 8:25 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 423
- Views: 133059
Re: Gleba has killed the game for me.
Me too. And in fact Gleba brings just one BIG problem - but this problem is killing everything.
The BIG problem: Gleba forces you to plan ahead heavily. It insentives "waterfall", when all other planets are kind of "Agile"
And that's it... It ruins game for me because it doesn't feel like a game ...
The BIG problem: Gleba forces you to plan ahead heavily. It insentives "waterfall", when all other planets are kind of "Agile"
And that's it... It ruins game for me because it doesn't feel like a game ...
- Fri Nov 21, 2025 7:55 pm
- Forum: Gameplay Help
- Topic: Fulgora train challenge, need a better engineer then myself!
- Replies: 11
- Views: 901
Re: Fulgora train challenge, need a better engineer then myself!
And no mods like cybersun or LTN that does almost exactly that?
- Thu Nov 13, 2025 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 20
- Views: 3461
Re: Give agricultural towers separate circuit toggles for planting and harvesting
+1 for better agri towers curcuit control.
The mod is good in principal - and I use it, but, I don't know why, it eventually just stops responding to signals: whenever I change the signals it just wont update the items inside...
The mod is good in principal - and I use it, but, I don't know why, it eventually just stops responding to signals: whenever I change the signals it just wont update the items inside...
- Wed Nov 12, 2025 5:31 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 65
- Views: 32551
- Thu Nov 06, 2025 3:53 am
- Forum: Ideas and Requests For Mods
- Topic: Docking platforms/Spaceships from Space Exploration (SE vs Space Age)
- Replies: 1
- Views: 317
Docking platforms/Spaceships from Space Exploration (SE vs Space Age)
I think docking spaceships in Space Exploration mod - is likely the most interesting feature that hooks me up to SE.
Hovewer I found myself struggling between
"Should I play SE? But I want thouse new planets and SE is an ovehaul it might conflict with them..."
and
"Should I play planets + Space Age ...
Hovewer I found myself struggling between
"Should I play SE? But I want thouse new planets and SE is an ovehaul it might conflict with them..."
and
"Should I play planets + Space Age ...
- Thu Nov 06, 2025 3:41 am
- Forum: General discussion
- Topic: Elves was planned In Factorio? Mistery behind...
- Replies: 8
- Views: 950
Re: Elves was planned In Factorio? Mistery behind...
So, Akuji the Demon accidently created biters, huh?
- Wed Nov 05, 2025 6:28 pm
- Forum: General discussion
- Topic: Elves was planned In Factorio? Mistery behind...
- Replies: 8
- Views: 950
Re: Elves was planned In Factorio? Mistery behind...
The link seems to be broken...Loewchen wrote: Wed Nov 05, 2025 6:13 pm It was a placeholder graphic taken from a different game: https://imgur.com/Qupc2cL
- Wed Nov 05, 2025 5:52 pm
- Forum: General discussion
- Topic: Elves was planned In Factorio? Mistery behind...
- Replies: 8
- Views: 950
Elves was planned In Factorio? Mistery behind...
If one click on admin's profile https://forums.factorio.com/memberlist.php?mode=viewprofile&u=2533
Then look under
Rank:Factorio Staff
You'll see this little image of Alien Artifact...
It was in (much) earlier version of the game (which I also played and liked).
But inside game, I never could ...
Then look under
Rank:Factorio Staff
You'll see this little image of Alien Artifact...
It was in (much) earlier version of the game (which I also played and liked).
But inside game, I never could ...
- Wed Nov 05, 2025 5:47 am
- Forum: Ideas and Requests For Mods
- Topic: "Realistic electrical distribution"
- Replies: 6
- Views: 611
Re: "Realistic electrical distribution"
I hope you've seen these: https://mods.factorio.com/search?query= ... =relevancy
- Wed Nov 05, 2025 5:44 am
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 3
- Views: 454
Re: Better blueprints idea - auto upgrade/downgrade
I don't know for details (which is why I don't implement it myself), but there are mods that do trigger on blueprint placement.
Notable example is: https://mods.factorio.com/mod/belt-turner
I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on_pre ...
Notable example is: https://mods.factorio.com/mod/belt-turner
I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on_pre ...
- Wed Oct 29, 2025 6:50 am
- Forum: Ideas and Requests For Mods
- Topic: Technology Trigger instead of Science Pack - Idea for mod
- Replies: 3
- Views: 466
Re: Technology Trigger instead of Science Pack - Idea for mod
Nowdays it's quite easy to do with ChatGPT. Just ask him what you want to do and he makes all the code for you. It is very aware of Factorio API in most cases
- Sat Oct 25, 2025 5:03 am
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 3
- Views: 454
Better blueprints idea - auto upgrade/downgrade
Idea on an example:
1. You place some blueprint with fast inserters.
2. This logistic network doesn't have fast inserter, but it has simple yellow ones
3. A special notification asks you if you want to wait or downgrade now? You confirm...
4. The mod replaces fast inserters with yellow ones
5. And ...
1. You place some blueprint with fast inserters.
2. This logistic network doesn't have fast inserter, but it has simple yellow ones
3. A special notification asks you if you want to wait or downgrade now? You confirm...
4. The mod replaces fast inserters with yellow ones
5. And ...
- Sun Nov 10, 2024 8:30 am
- Forum: Ideas and Requests For Mods
- Topic: One time inserter
- Replies: 1
- Views: 582
One time inserter
Tier 1: A player could place a ghost of this inserter (or inserter itself), when he does a dialog looking like constant combinator appears.
In that dialog by default set signal "C"ount = 1
So then if this inserter moves an item it decreases the counter. When counter is zero the inserter is marked ...
In that dialog by default set signal "C"ount = 1
So then if this inserter moves an item it decreases the counter. When counter is zero the inserter is marked ...
- Sat Nov 02, 2024 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
- Replies: 1
- Views: 454
Re: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
40 views, no replies... pity... 
- Thu Oct 31, 2024 7:25 am
- Forum: Ideas and Suggestions
- Topic: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
- Replies: 1
- Views: 454
Crushsave - autosave just before crush & how to exactly reproduce mod bugs
Wouldn't that be great to have a save file just a few ticks before the game crushed because of mod error?
This seems counterintuitive... How could we "undo" last few ticks to restore all the game state to that point in time where the game was still be playable.
This might seem hard to implement ...
This seems counterintuitive... How could we "undo" last few ticks to restore all the game state to that point in time where the game was still be playable.
This might seem hard to implement ...
- Tue Aug 06, 2024 7:30 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 75964
Re: Space Age general Questions
Preorder options? Do you need my money today?))
- Sat Aug 03, 2024 3:21 pm
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 75964
Space Age expansion without Steam
Hi there!
I bought Factorio here on factorio.com site before it came to Steam. And not only for myself but for my kids too.
So... will I be able to buy the expansion here?
I bought Factorio here on factorio.com site before it came to Steam. And not only for myself but for my kids too.
So... will I be able to buy the expansion here?