Search found 71 matches
- Sat Jul 04, 2026 12:39 pm
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 34232
Re: The final balance argument for space casinos
edit: [my idea for the hardening of crushers within the orbit of the shattered planet was meant as an extreme example of how "progress-gating" something, by the very virtue in the difficulty of obtaining it makes something NOT unbalanced. That in the 2.0 reprocessing method, it was both the ...
- Sat Jul 04, 2026 11:55 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 268
- Views: 34232
The final balance argument for space casinos
With the crusher module restrictions introduced in 2.1 that have (against their intentions) trivialized quality instead of finding "balance", Here is my final argument for a means to "balance" space casinos in a way that undoes the triviality of "just put a recycler down, accept the 75% loss and ...
- Sat Jun 27, 2026 1:44 am
- Forum: Ideas and Suggestions
- Topic: Simplify quality system
- Replies: 10
- Views: 925
Re: Simplify quality system
"Quality research, on the other hand, is a dangerous research. If you are a new player, you will ruin your production lines and make a huge mess. I"
No you won't. researching quality (even upto legendary) has NO impact what-so-ever on ANY "in place" designs UNLESS (until) you insert quality modules ...
No you won't. researching quality (even upto legendary) has NO impact what-so-ever on ANY "in place" designs UNLESS (until) you insert quality modules ...
- Thu May 07, 2026 1:58 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3820
- Views: 2616062
Re: Development and Discussion
Space Age issues:
1) appears to delete stone ore from Gleba (patch controls missing from world generation screen), likely from whatever prototype just deleted all the ore controls from the map settings screen prior to implementing angel's own ore controls. Reconsider the implementation of this to ...
1) appears to delete stone ore from Gleba (patch controls missing from world generation screen), likely from whatever prototype just deleted all the ore controls from the map settings screen prior to implementing angel's own ore controls. Reconsider the implementation of this to ...
- Sat Apr 05, 2025 11:52 pm
- Forum: Not a bug
- Topic: Fulgora island coverage: non-meaningful impact
- Replies: 1
- Views: 945
Fulgora island coverage: non-meaningful impact
at some point in the update cycle for factorio 2.0, the map setting slider for fulgora island coverage lost ...i'd say, 90% of it's previous "impact" over world generation. Now resulting in very little impact / change sliding from 17% coverage all the way upto 600% coverage.
There's not "no change ...
There's not "no change ...
- Thu Oct 24, 2024 6:05 pm
- Forum: Modding interface requests
- Topic: New technology modifier type: module effects
- Replies: 0
- Views: 490
New technology modifier type: module effects
Trying to build a mod that modifies the effects of modules to build a late game technology sink for improving the aspects of various standard or modded modules. Doesn't appear the API has module effects as a valid modifier type.
- Mon Oct 07, 2024 8:43 am
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 85936
Re: Friday Facts #431 - Gleba & Captivity
It may have already been mentioned, but the crux of the issues as I've heard/read about/inferred boils down to "when I'm presented the decision of which planet to visit, which one has the most compelling rewards I can use right away? vs "which planets rewards aren't as useful RIGHT NOW but are still ...
- Fri Sep 06, 2024 2:17 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 120432
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Another thought i had on the PLD issue:
Yeah, currently, it's TRIVIAL to throw a bunch of PLDs in a power suit and ROLL through biter territory. With quality making things even better, it becomes even MORE trivial, so overall, I think some adjustments need to be made.
One solution could be making ...
Yeah, currently, it's TRIVIAL to throw a bunch of PLDs in a power suit and ROLL through biter territory. With quality making things even better, it becomes even MORE trivial, so overall, I think some adjustments need to be made.
One solution could be making ...
- Fri Sep 06, 2024 2:06 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 120432
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Not sure if evolution factor determining spawner health is the best solution.
I think i'd perhaps be a better method to derive health of the spawners SOLELY from the number of spawners DESTROYED. This would mean, even if you "start late" in destroying spawners, they won't all be at max-health and ...
I think i'd perhaps be a better method to derive health of the spawners SOLELY from the number of spawners DESTROYED. This would mean, even if you "start late" in destroying spawners, they won't all be at max-health and ...
- Fri Jul 26, 2024 6:38 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 59331
Re: Friday Facts #421 - Optimizations 2.0
Question about robot movement logic and the "faking it" approach with regards to combat / biter attacks.
The technical aspect of "faking smooth movement" can have a big performance improvement, and that's always great, but will this have unintended consequences with regard to robot survivability ...
The technical aspect of "faking smooth movement" can have a big performance improvement, and that's always great, but will this have unintended consequences with regard to robot survivability ...
- Sun Jun 23, 2024 3:50 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 189082
Re: Friday Facts #376 - Research and Technology
Research Target: Quality.
Have quality of recipes be able to be improved using research: +(1-3% bonus to quality) per research level
1) Quality mechanics still require that quality modules be placed in the machine doing the crafitng. If you research 4 levels of Quality but have no quality modules ...
Have quality of recipes be able to be improved using research: +(1-3% bonus to quality) per research level
1) Quality mechanics still require that quality modules be placed in the machine doing the crafitng. If you research 4 levels of Quality but have no quality modules ...
- Sun Jun 23, 2024 3:08 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 189082
Re: Friday Facts #376 - Research and Technology
Can we get more info/details on item productivity research? Or is this something being kept underwraps until release date? ----a sort of: "hey, there will be items that you can research productivity on, but we're not gonna say what, and you'll just have to wait and see."?
- Sun Jun 23, 2024 1:52 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 476448
Re: Friday Facts #375 - Quality
suggestion for repair packs:
While repair packs essentially lasting longer is cool... i think it's more useful if repair packs would repair damage at a quicker speed. Think legendary repair packs can be used by robots at perimeter defense to repair walls more quickly, reducing the time robots are ...
While repair packs essentially lasting longer is cool... i think it's more useful if repair packs would repair damage at a quicker speed. Think legendary repair packs can be used by robots at perimeter defense to repair walls more quickly, reducing the time robots are ...
- Mon Mar 11, 2024 6:29 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 476448
Re: Friday Facts #375 - Quality
Some ideas for Quality:
Underground pipes/belts: have longer range
Locomotives: more pulling power / acceleration / or max speed
Fuel: more accelerating power / higher energy density / increase to vehicle speed / reduced pollution
Rail: higher top speed for locomotives
Robots: faster "return to ...
Underground pipes/belts: have longer range
Locomotives: more pulling power / acceleration / or max speed
Fuel: more accelerating power / higher energy density / increase to vehicle speed / reduced pollution
Rail: higher top speed for locomotives
Robots: faster "return to ...
- Mon Oct 09, 2023 7:02 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 476448
Re: Friday Facts #375 - Quality
Is there support/potential for underground belts/pipe reach-distance to be improved by quality, or has it already been firmly-decided to keep these entities' quality improvement solely health-based? (sorry if this has already been answered.)
- Sun Aug 11, 2019 2:30 am
- Forum: Modding help
- Topic: post-oil changes, some technologies impossible. (modded)
- Replies: 4
- Views: 2782
Re: post-oil changes, some technologies impossible. (modded)
Yes, that WOULD be nice, if everyone that made mods practiced best methods, but sometimes a mod comes along and it DOESN'T.
This shouldn't be an issue, however, if the logic were changed slightly, such that, if a technology has a prerequisite named, that no longer exists, rather than marking it as ...
This shouldn't be an issue, however, if the logic were changed slightly, such that, if a technology has a prerequisite named, that no longer exists, rather than marking it as ...
- Sun Aug 11, 2019 1:43 am
- Forum: Modding help
- Topic: post-oil changes, some technologies impossible. (modded)
- Replies: 4
- Views: 2782
post-oil changes, some technologies impossible. (modded)
After the oil update, some mods broke, but i realized, this could be resolved with a base-game update.
Technology prerequisites, if removed, renamed, or altered in data-updates or data-final-fixes causes some technologies to be unreachable. This can be fixed by having "prerequisite" logic mandate ...
Technology prerequisites, if removed, renamed, or altered in data-updates or data-final-fixes causes some technologies to be unreachable. This can be fixed by having "prerequisite" logic mandate ...
- Sun Aug 04, 2019 5:53 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 278474
Re: Version 0.17.60
Overall, the changes were poorly conceived, executed, and do not "solve" the problem they attempt to address, but instead, created the very "rage quit" scenario the changes THOUGHT they'd prevent.
....Good job.
....Good job.
- Thu Jul 18, 2019 8:41 am
- Forum: Technical Help
- Topic: "Cargo empty" treating fluid wagons as cargo.
- Replies: 1
- Views: 1692
"Cargo empty" treating fluid wagons as cargo.
So I have a mixed train: fluid wagons near the engine/front, and cargo wagons in the caboose. Single transport to Uranium outpost. Obviously empties sulfuric acid at outpost for mining, and fills cargo wagons with uranium. Wondering why "cargo empty"/"Cargo full" treats fluid wagons as cargo when ...
- Sun May 12, 2019 6:40 am
- Forum: Technical Help
- Topic: Unable to check for mod updates
- Replies: 5
- Views: 5596
Unable to check for mod updates
screenshot: https://ibb.co/rZKS8Wm
last few releases, i've been unable to connect to mod portal API / game won't correctly scan for mod updates.
hovering over text, "Unable to check for updates" reveals " api call failed: (path: 'api/mods', status: 414)"
last few releases, i've been unable to connect to mod portal API / game won't correctly scan for mod updates.
hovering over text, "Unable to check for updates" reveals " api call failed: (path: 'api/mods', status: 414)"