I do, but most of them are either to complicated for my liking (like - requiring visit to Aquilo and new machines), or are straight cheating, with no penalty, or has no meaningful description ;)
I need something simple but balanced - just to "1:1" replace annoying recipes we use now (building ...
Search found 221 matches
- Fri Jan 02, 2026 12:54 pm
- Forum: Ideas and Requests For Mods
- Topic: "Proper way" of keeping eggs fresh [simple mod idea]
- Replies: 2
- Views: 175
- Thu Jan 01, 2026 7:49 pm
- Forum: Ideas and Requests For Mods
- Topic: "Realistic electrical distribution"
- Replies: 7
- Views: 881
Re: "Realistic electrical distribution"
I was thinking of similar idea, just simpler to implement.
Better quality substations = bonus to energy consumption for all devices in range. Does not stack with other substations powering one device. Stack on top of all other bonuses from beacons and modules.
Idea is - better transformers in ...
Better quality substations = bonus to energy consumption for all devices in range. Does not stack with other substations powering one device. Stack on top of all other bonuses from beacons and modules.
Idea is - better transformers in ...
- Thu Jan 01, 2026 7:38 pm
- Forum: Ideas and Requests For Mods
- Topic: "Proper way" of keeping eggs fresh [simple mod idea]
- Replies: 2
- Views: 175
"Proper way" of keeping eggs fresh [simple mod idea]
Since there is already a method to store eggs "fresh" indefinitely (by making and recycling Modules/Biochambers/Soil), with two chances of quality upgrade (once when making it, second when recycling), with effective ratio 4 => 1.5...
Why not just add "proper way" to get the same results (proper ...
Why not just add "proper way" to get the same results (proper ...
- Mon Dec 29, 2025 2:56 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2064
- Views: 960516
How to set quility filter for "rare or better" in spliter using circuits?
I can set it manually, but i need to change it dynamically (eg, from "rare or better" => "epic or better" => "legendary only" depending on conditions).
With circuits, i can only set the filter to rare OR epic OR legendary, but not rare AND epic AND legndrary...
With circuits, i can only set the filter to rare OR epic OR legendary, but not rare AND epic AND legndrary...
- Mon Nov 10, 2025 4:07 pm
- Forum: Ideas and Suggestions
- Topic: Abutment for railway for cliffs
- Replies: 0
- Views: 281
Abutment for railway for cliffs
bridgehead.png
I really like elevated rails. However, i think they are sometimes way to big to fit, and not always looks good. I take sense in some places, bot not all. If it elevates rail to next level, it's ok. But since we have cliffs, it's not alvays necessery - cliffs are naturaly elevateing ...
I really like elevated rails. However, i think they are sometimes way to big to fit, and not always looks good. I take sense in some places, bot not all. If it elevates rail to next level, it's ok. But since we have cliffs, it's not alvays necessery - cliffs are naturaly elevateing ...
- Mon Nov 19, 2018 12:26 am
- Forum: Technical Help
- Topic: What "Atlas Texture Size" really do?
- Replies: 13
- Views: 12209
Re: What "Atlas Texture Size" really do?
I have upgraded sience then (gtx 970), but I do not change my mind. My GPU is basically IDLE now while playing Factorio.
I feel that on most non-gaming computers, even on "potato" laptops, it is similar - GPU is idle (or used far below its capabilities), while video memory bandwidth is ...
I feel that on most non-gaming computers, even on "potato" laptops, it is similar - GPU is idle (or used far below its capabilities), while video memory bandwidth is ...
- Sat Aug 11, 2018 10:35 am
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 78175
Re: Friday Facts #255 - Construction tools
Sounds good, but for UNDO I would restrict it to current screen/view only. Even with long reach settings.
I imagine situations, where I press CTLR+Z and nothing happened. Nothing near the player...
But far away, in remote factory outpost, some crucial infrastructure element just gone out of ...
I imagine situations, where I press CTLR+Z and nothing happened. Nothing near the player...
But far away, in remote factory outpost, some crucial infrastructure element just gone out of ...
- Tue Apr 03, 2018 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Roll mods into the base game
- Replies: 18
- Views: 7337
Re: Roll mods into the base game
Those simple and not game-changing mods may and should be added. I do not think that anybody may lose interest in playing Factorio just because devs have added ability to do some basic stuff easier. But that's all, no big mod-packs or game changing stuff some players may want to add into core game ...
- Tue Apr 03, 2018 1:05 pm
- Forum: Ideas and Suggestions
- Topic: Roll mods into the base game
- Replies: 18
- Views: 7337
Re: Roll mods into the base game
Stop minecraftizing Factorio. Core game MUST be kept simple (KISS principle). For everything else are mods - that's why they exist.
"Voting" for mod to import into vanila is also pointless. IF game has 1 000 000 user, how manu users should vote to implement mod into game?
"Voting" for mod to import into vanila is also pointless. IF game has 1 000 000 user, how manu users should vote to implement mod into game?
- Sat Mar 24, 2018 10:35 pm
- Forum: Ideas and Suggestions
- Topic: I need to know what goes on this belt right away
- Replies: 4
- Views: 2765
Re: I need to know what goes on this belt right away
Well, You may build some circuits to store last items that passed through the belt... Just be creative 
- Sat Mar 24, 2018 6:54 pm
- Forum: Ideas and Suggestions
- Topic: Underwater Nodes
- Replies: 10
- Views: 6478
Re: Underwater Nodes
I prefer draining water from lake (closed and relatively small body of water) with pumps system, and then revealing underwater ores. As proposed in "water as resource" thread.
- Sat Mar 24, 2018 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Cargo planes
- Replies: 19
- Views: 13787
Re: Cargo planes
That's the internet forums paradox. Whatever You post, You either "should use searchbox & It was already posted many times", or "You should make new topic, instead digging this old one"...Koub wrote:One of the best necros so far, mate.
- Wed Mar 14, 2018 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Sent Train to Station form Train stop Menu
- Replies: 2
- Views: 2201
- Sat Mar 10, 2018 12:26 pm
- Forum: Ideas and Suggestions
- Topic: Oceans,Lakes,Ponds Should drain
- Replies: 2
- Views: 1995
- Fri Mar 09, 2018 5:17 pm
- Forum: Ideas and Requests For Mods
- Topic: [mod request] export some data to file on regular intervals
- Replies: 1
- Views: 1410
[mod request] export some data to file on regular intervals
I like Goole Maps Factorio Style mod (https://mods.factorio.com/mods/credomane/FactorioMaps), despite it's broken now (but, easy to fix). It miss however one "simple" feature, that is player tracker.
If there were a mod, that in regular intervals or on some actions dumps to json file (or other ...
If there were a mod, that in regular intervals or on some actions dumps to json file (or other ...
- Fri Mar 09, 2018 5:01 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Dude, where's my car?
- Replies: 6
- Views: 4069
- Fri Mar 09, 2018 1:35 pm
- Forum: Implemented Suggestions
- Topic: Smart Splitters
- Replies: 73
- Views: 35571
Re: Set splitter priorities with circuit network
Honestly, I would separate "regular" splitters from "smart" splitters. And, possibly, make smart ones bigger, eg. 2x2.
They are to powerful right now, after 0.16 changes...
They are to powerful right now, after 0.16 changes...
- Thu Mar 08, 2018 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Block rail section based on train condition
- Replies: 18
- Views: 9515
Re: Block rail section based on train condition
You need something distinctive to handle all conditions, station (modded version of regular Train Stop) is a good object. Different graphic, invisible in schedule menu etc.
Conditions interface similar to Locomotive, each condition can be true or false.
Default penalty = 0
If condition is true, add ...
Conditions interface similar to Locomotive, each condition can be true or false.
Default penalty = 0
If condition is true, add ...
- Thu Mar 08, 2018 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Block rail section based on train condition
- Replies: 18
- Views: 9515
Re: Block rail section based on train condition
I am using dummy stations to force trains to take another way, but all trains are treated identically.
If penalty for passing such station was calculated based on train status/length/conditions, it could be different for different trains, and that's something within modders reach...
Train does ...
If penalty for passing such station was calculated based on train status/length/conditions, it could be different for different trains, and that's something within modders reach...
Train does ...
- Thu Mar 08, 2018 12:59 am
- Forum: Ideas and Suggestions
- Topic: Clickable links in chat
- Replies: 4
- Views: 3538
Re: Clickable links in chat
Also:
- accidental clicks on such links can cause Factorio to unexpectedly minimize, loose focus, load browser (that, with low ram, can take a while...), and load some page. Everything while player character is not controlled by the human. This may be problem, if You want eg. click something near ...
- accidental clicks on such links can cause Factorio to unexpectedly minimize, loose focus, load browser (that, with low ram, can take a while...), and load some page. Everything while player character is not controlled by the human. This may be problem, if You want eg. click something near ...