Search found 215 matches

by QGamer
Sat Nov 23, 2024 4:28 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.21] "Epic quality" technology doesn't require "Production science pack" as prerequisite if Space Age is dis
Replies: 1
Views: 1128

[boskid][2.0.21] "Epic quality" technology doesn't require "Production science pack" as prerequisite if Space Age is dis

What did you do?
I am playing a save with Quality, Elevated Rails, and the Base Mod as the only active mods. Space Age is disabled in this playthrough.

Mod_list.png

What happened?
The technology named "Epic quality" doesn't have the technology "Production science pack" anywhere within its ...
by QGamer
Fri Aug 30, 2024 12:35 pm
Forum: News
Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
Replies: 91
Views: 24579

Re: Friday Facts #426 - Resource search & Assembler GUI improvements


The Map view where train tracks go diagonal thru the wall makes me wonder whether rail gates will work on diagonal or curved tracks now.


Looking at the map some more, they're actually elevated tracks going *above* the wall.

Looking at the map even more, the fact that there are walls & defenses ...
by QGamer
Sat Feb 17, 2024 2:21 am
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 43341

Re: Friday Facts #398 - Fulgora

This FFF was amazing, the new planet looks exciting, & you've done a great job setting a dreary mood for the planet.

Questions about the alien architecture--is it possible for the character to harvest the tiles of ruined alien pavement (similarly to how you can pick up stone bricks/concrete to ...
by QGamer
Fri Sep 22, 2023 1:51 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 86740

Re: Friday Facts #377 - New new rails

I'm excited about the change!
by QGamer
Thu Feb 16, 2023 9:58 pm
Forum: Mods
Topic: [MOD 1.1] AI Core
Replies: 0
Views: 868

[MOD 1.1] AI Core

Q's AI Core Mod
Endgame research productivity scaling.

Name: AICore
Author: Q
License: MIT
Latest Factorio version: 1.1.76
Latest version of mod: 1.0.1
Mod portal page: mods.factorio.com/mod/AICore

See the mod portal page for more information.

This mod adds AI cores, buildings which consume ...
by QGamer
Sat Feb 05, 2022 12:54 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 156698

Re: Friday Facts #367 - Expansion news

I'm super excited about the expansion now!
Good luck with the development process!
by QGamer
Mon Nov 22, 2021 2:54 pm
Forum: 1 / 0 magic
Topic: [1.1.46] Crash intermittently on start loading graphics
Replies: 4
Views: 2412

Re: [1.1.46] Intermittent Crash on Load (Before Main Menu)

I haven't changed any graphics settings (either on my computer or in Factorio) in quite a while.
I'll try updating my graphics drivers.
Thanks.
by QGamer
Sat Nov 20, 2021 6:37 am
Forum: 1 / 0 magic
Topic: [1.1.46] Crash intermittently on start loading graphics
Replies: 4
Views: 2412

[1.1.46] Crash intermittently on start loading graphics

What did you do?
I launched the latest experimental version (1.1.46) of Factorio from Steam (running on my Windows computer). This is how I normally launch the game.

What happened?
I turned my attention away from the computer for a minute. When I came back, an error message was on the screen ...
by QGamer
Tue Aug 31, 2021 6:50 am
Forum: Ideas and Suggestions
Topic: Change modded bonus icon from + to ^
Replies: 7
Views: 2775

Re: Change modded bonus icon from + to ^

Yes please! I'd really like it to be something more in line with the visual style of the rest of the game . :D
by QGamer
Sun Jun 13, 2021 4:03 am
Forum: Ideas and Suggestions
Topic: Logistic network naming
Replies: 10
Views: 5660

Re: Logistic network naming

If we could have logistic networks associated with players have the same name as that player, that would be super awesome.
by QGamer
Sun Jun 13, 2021 3:56 am
Forum: Ideas and Suggestions
Topic: Map Laser Turret Color Red
Replies: 10
Views: 4067

Re: Map Laser Turret Color Red

One potential problem with that: both grass and trees are already green.
Not to say green is a bad color for lasers.

Personally, I would prefer laser turrets, gun turrets, and flamethrower turrets to be all the same color because in my mind these defensive structures all serve the same purpose.
by QGamer
Wed May 26, 2021 8:11 pm
Forum: Modding help
Topic: [Solved] How do I get the name of the current scenario?
Replies: 3
Views: 1743

Re: How do I get the name of the current scenario?

Bilka wrote: Wed May 26, 2021 6:31 pm https://lua-api.factorio.com/latest/Lua ... trap.level should help.
This was exactly what I was looking for.
Thank you so much!
by QGamer
Wed May 26, 2021 6:13 pm
Forum: Modding help
Topic: [Solved] How do I get the name of the current scenario?
Replies: 3
Views: 1743

[Solved] How do I get the name of the current scenario?

Hello,
I want to access the name of the current scenario from within control.lua. How does one go about doing that? I can't seem to find anything in LuaGameScript that allows me to access this property.

If it helps, I'm trying to print a message to the console, but only in a very specific scenario ...
by QGamer
Tue Apr 20, 2021 8:14 am
Forum: Ideas and Suggestions
Topic: Fly, Swim, Dig !...
Replies: 3
Views: 2151

Re: Fly, Swim, Dig !...


- Fly ( So they ignore walls etc. ) + Maybe some special Anti fly turret
- Swim ( So they can ignore water ) + Maybe some special Anti swim turret

I dislike the idea of a turret that can only target one type of enemy, because it's useless for every other type of enemy, and since enemies aren't ...
by QGamer
Sun Feb 21, 2021 3:11 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 24974

Re: Efficiency Module Scaling



add eff modules to steam turbines is not bad, actually. It's like an upgrade to gain more power without increasing UPS.
Problem is, that the most ideas are just, plug it in and *magic*: more power. Not so interesting, maybe?


Its not magic. The word efficiency is used IRL: coal energy ...
by QGamer
Thu Feb 18, 2021 6:35 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 24974

Re: Efficiency Module Scaling

That'd be nice, if we could plant trees for beautification or industrial-scale forestry.
However, wood is only useful in the early game, so I don't see this happening anytime soon.
by QGamer
Thu Feb 18, 2021 6:27 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 24974

Re: Efficiency Module Scaling


Speed and prod works very well because they doesnt compete each other for slot. Prod goes to machine, speed goes to beacon. If eff wants to play nicely they must find their own place.


One of the challenges with finding a place for efficiency modules is that their only effects are to reduce ...
by QGamer
Fri Feb 12, 2021 8:00 pm
Forum: Implemented in 2.0
Topic: show different appearance to blacklist/whitelist icons in alt mode
Replies: 21
Views: 7230

Re: Visualize negated filter inserters

What if the background was white for whitelisted items and black for blacklisted items?
by QGamer
Thu Feb 04, 2021 5:26 pm
Forum: Ideas and Suggestions
Topic: New infinite research
Replies: 20
Views: 7634

Re: New infinite research

Wouldn't mind an infinite tech -- or at least a limited-repeatable, like braking force -- for damage resist thresholds, just to cut down on the annoying 'a wall got scratched!' notifications.
The way damage resistance works in Factorio is that flat resistance cannot reduce damage to 0, but instead ...
by QGamer
Thu Jan 28, 2021 3:58 am
Forum: Ideas and Suggestions
Topic: Skippable stops in Trainschedules
Replies: 6
Views: 2462

Re: Skippable stops in Trainschedules

I would really like to see this in the game. This feature could also be used for NOT going to the item pickup station if the train still has plenty left in it but still needs to make deliveries.

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