Search found 99 matches

by thedoh
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 ...
by thedoh
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
by thedoh
Mon Sep 22, 2025 4:35 pm
Forum: Releases
Topic: Version 2.0.67
Replies: 19
Views: 8396

Re: Version 2.0.67

Splitters can be connected to circuit network.
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. :o What a glorious day.
by thedoh
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

crimsonarmy wrote: Mon Sep 01, 2025 8:35 pm There is already a topic on this 128837
Oh I hope a forum moderator can combine them! Thank you.
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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.
by thedoh
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
by thedoh
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.
by thedoh
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?
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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 ...
by thedoh
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.

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