Search found 105 matches

by thedoh
Fri Jun 26, 2026 1:09 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 172
Views: 64131

Re: Version 2.1.7


Wait wait wait...
Fixed that turret shooting speed didn't work at higher speeds depending on the turret animations.
Does that mean the railgun animation limitation is gone?


Yes, and boy howdy you have to be careful with what you shoot at now, because if you're not careful, you'll blow your ...
by thedoh
Thu Jun 25, 2026 4:40 pm
Forum: Releases
Topic: Version 2.1.8
Replies: 9
Views: 4917

Re: Version 2.1.8

FactorioBot wrote: Thu Jun 25, 2026 12:47 pm Changes
  • Changed the technology price multiplier limit from 1000 to 100000.
Someone out there is an absolute maniac. And I love that this is available for them now.
by thedoh
Wed Jun 24, 2026 2:29 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 172
Views: 64131

Re: Version 2.1.7

A minor nitpick for circuit designers: It was very nice and handy to have the circuit number(s) for an entity visible when you clicked on it. Now, you must hover over the appropriate checkboxes to see the circuit number for that wire. As a person with carpal tunnel syndrome, it was nice to have ...
by thedoh
Sat Jun 13, 2026 2:14 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 378
Views: 42942

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

I hope the "fresh paint" will improve the visibility of Gleba. In my opinion it is very difficult to identify the tiles: What is water, what will have the planters work, what tiles can use special soil to grow, which tiles can use the fancy soil to grow (but not the normal kind).
by thedoh
Tue Jun 09, 2026 3:44 pm
Forum: Ideas and Suggestions
Topic: Output R/G settings for buildings
Replies: 24
Views: 8107

Re: Output R/G settings for buildings


instead of making a new post, I will add on my take on this, I made a graphic

Assembler Circuit Connection.png


This is great, though I would offer one minor suggestion for UI/UX: Just like how the circuit / logistic network connection information are hidden until you explicitly connect a wire ...
by thedoh
Fri Jun 05, 2026 1:16 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21027

Re: Friday Facts #441 - Space logistics improvements

I have been a vocal hater of space logistics in Space Age and I must admit: This FFF addresses (almost?) every complaint I had, and then some. I am looking forward to 2.1 once again!
by thedoh
Wed Oct 08, 2025 12:36 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 246
Views: 149671

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: 18923

Re: Version 2.0.69

nice update
by thedoh
Mon Sep 22, 2025 4:35 pm
Forum: Releases
Topic: Version 2.0.67
Replies: 21
Views: 22253

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: 2123

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: 2123

[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: 11068

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: 1955

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: 2299

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: 11174

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: 3245

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: Resolved Problems and Bugs
Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
Replies: 10
Views: 18556

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: 246
Views: 149671

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: 246
Views: 149671

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: 246
Views: 149671

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 ...

Go to advanced search