Search found 99 matches
- Wed Oct 08, 2025 12:36 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87844
Re: Version 2.0.45
If all of the achievements in your game can be beaten in a single play-through, then your achievements aren't varied enough.
(Some of them should be mutually exclusive, or require mutually exclusive starting game settings, or different game modes.
In the case of Factorio, consider the official ...
- Mon Sep 29, 2025 5:03 pm
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 8529
Re: Version 2.0.69
nice update
- Mon Sep 22, 2025 4:35 pm
- Forum: Releases
- Topic: Version 2.0.67
- Replies: 19
- Views: 8396
Re: Version 2.0.67
You're just going to drop this in here with no fanfare??? This is an amazing feature and one that many of us have been longing for for many years.Splitters can be connected to circuit network.

- Mon Sep 01, 2025 11:37 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Silo animations should be influenced by speed modules
- Replies: 3
- Views: 453
Re: [Space Age] Silo animations should be influenced by speed modules
Oh I hope a forum moderator can combine them! Thank you.
- Sun Aug 31, 2025 9:49 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Silo animations should be influenced by speed modules
- Replies: 3
- Views: 453
[Space Age] Silo animations should be influenced by speed modules
TL;DR
Rocket silo animations should be sped up when the silo is affected by speed modules so that the silo can prepare to launch again sooner.
What?
Right now, according to the https://wiki.factorio.com/Rocket_silo#Maximum_throughput , there are five parts to launching a rocket to space ...
Rocket silo animations should be sped up when the silo is affected by speed modules so that the silo can prepare to launch again sooner.
What?
Right now, according to the https://wiki.factorio.com/Rocket_silo#Maximum_throughput , there are five parts to launching a rocket to space ...
- Sun Aug 31, 2025 9:29 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 7766
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
In my opinion, I don't think the constructive act (i.e., dragging belt) should be the same act to deconstruct belt. Further, if I am dragging belt to build, why would I want to ever use the belt-dragging process to undo what I've done? We already have the ability to mine belt to remove it, as well ...
- Sun Aug 03, 2025 3:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.61] Belt building broken with smart belt building disabled.
- Replies: 4
- Views: 1058
Re: [2.0.61] Belt building broken with smart belt building disabled.
It's also arguable that it's not "extra" belt in the first place.
- Fri Aug 01, 2025 2:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.62] Blueprint preview has no belt animation
- Replies: 4
- Views: 1447
Re: [2.0.62] Blueprint preview has no belt animation
This is a part of the blueprint optimizations from 2.0.59, announced in this thread viewtopic.php?t=129807
- Sat Jul 19, 2025 5:39 pm
- Forum: Releases
- Topic: Version 2.0.56
- Replies: 5
- Views: 8530
Re: Version 2.0.56
Looks like maybe an unannounced fix for viewtopic.php?t=127682 - blueprints containing spidertrons can be rotated again.
- Sun May 18, 2025 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.50] Menu sim tank gets stuck
- Replies: 3
- Views: 2578
Re: [2.0.50] Menu sim tank gets stuck
Is this a consequence of the turning buff? It must mean the menu sims are done in realtime, not pre-rendered, eh?
- Sat May 03, 2025 12:45 pm
- Forum: Not a bug
- Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
- Replies: 9
- Views: 4790
Re: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
You have to first *build* all of the things in the way, dealing with the biters and worms attempting to kill you and all of the placed things. If you manage to get past all of that - then yes they stop spawning. But you could have trivially killed the nest several times over long before you ...
- Sun Apr 27, 2025 7:30 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87844
Re: Version 2.0.45
I don't see why its a big deal for speed runners to accept this change.
The 100% category is no longer viable after 2.0.45. No one wants to sit around doing nothing while waiting to research artillery because it isn't compelling gameplay (to say nothing of compelling viewing). We have been able ...
- Mon Apr 21, 2025 1:16 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87844
Re: Version 2.0.45
Someone on Reddit made a forum post about kovarex's recent comment and said that the achievement where you get 100% achievements in one sitting should be 101%. I think this is a fantastic idea, especially since the vast majority of players won't ever come close to getting all achievements in one ...
- Sun Apr 20, 2025 8:55 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87844
Re: Version 2.0.45
I'm not doing a speedruns but doing all achievements in one game really interesting. I think it would be nice to have global achievements and this game achievements distinguish.
As a side disussion - I don't understand why installing any mods disable steam achievements. Can anyone give me ...
- Sat Apr 19, 2025 9:47 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87844
Re: Version 2.0.45
Just an update:
1. In the next release, all saves started with version prior 2.0.45 will not have the achievements limited the new way.
2. There is a new popup which tells you which achievements (and why) are going to be disabled if you start with these settings. (In the map generator gui).
In ...
- Fri Apr 18, 2025 6:41 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87844
Re: Version 2.0.45
The 100% achievements runs in 1.x are spectacular and are a true testaments to the quality of the game and the players. The fact that "but biter combat didn't happen" does diminish them at all, in fact I would argue makes them better, more streamlined and purer.
It is a common misconception ...
- Fri Apr 18, 2025 10:57 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87844
Re: Version 2.0.45
Achievements are just, achievements. I think for them to have any value there should not be a way to cheat them, thus running anything easier than default settings.
This is not what is happening. You can make resource patches as plentyful, as large and as rich as you want. You can disable biter ...
- Wed Apr 16, 2025 6:10 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 87844
Re: Version 2.0.45
As spectator, I've always felt the map creation settings speedrunners chose as "cheating". They're running a challenge, no question, but they're easing up the game and playing just a part of it, not the full game. A 100% speedrun without having to actually deal with enemies isn't really 100%, isn ...
- Wed Apr 16, 2025 2:39 pm
- Forum: Not a bug
- Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
- Replies: 9
- Views: 4790
Re: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
You have to first *build* all of the things in the way, dealing with the biters and worms attempting to kill you and all of the placed things. If you manage to get past all of that - then yes they stop spawning. But you could have trivially killed the nest several times over long before you get ...
- Wed Apr 16, 2025 2:32 pm
- Forum: Not a bug
- Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
- Replies: 9
- Views: 4790
Re: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
Really? This seems like an obvious exploit that makes dealing with biters completely trivial, and in light of wanting achievements to be on a level playing field seems worth fixing.