Search found 213 matches

by QGamer
Sat Feb 17, 2024 2:21 am
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 22794

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 p...
by QGamer
Fri Sep 22, 2023 1:51 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47806

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: 549

[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 electri...
by QGamer
Sat Feb 05, 2022 12:54 am
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 126696

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: 1845

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: 1845

[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. The g...
by QGamer
Tue Aug 31, 2021 6:50 am
Forum: Ideas and Suggestions
Topic: Change modded bonus icon from + to ^
Replies: 7
Views: 2039

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: 4174

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: 2835

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: 1280

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: 1280

[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 t...
by QGamer
Tue Apr 20, 2021 8:14 am
Forum: Ideas and Suggestions
Topic: Fly, Swim, Dig !...
Replies: 3
Views: 1457

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 the ...
by QGamer
Sun Feb 21, 2021 3:11 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 19644

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 efficiency is ...
by QGamer
Thu Feb 18, 2021 6:35 am
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 19644

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: 19644

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 energy c...
by QGamer
Fri Feb 12, 2021 8:00 pm
Forum: Ideas and Suggestions
Topic: show different appearance to blacklist/whitelist icons in alt mode
Replies: 18
Views: 4221

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: 5203

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: 1812

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.
by QGamer
Sat Dec 19, 2020 1:50 am
Forum: Ideas and Suggestions
Topic: Making F and G more clear for blueprints
Replies: 3
Views: 1381

Re: Making F and G more clear for blueprints

+1 good idea What if at the left or right edge of the blueprint there was a little icon that showed you which key to press to flip it horizontally, and at the top or bottom edge there was an icon that showed you how to flip it vertically? That way there's less text to read & it's communicated si...
by QGamer
Sat Dec 12, 2020 6:14 am
Forum: Ideas and Suggestions
Topic: Brownout icon / Low power icon / Low power warning
Replies: 49
Views: 13497

Re: Have a low power icon as well as power off (for beginners :)

If there was an option in the settings menu for this...that'd be pretty good. I imagine on larger bases with power issues it might get annoying.

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