Search found 67 matches

by usafphoenix
Sat Apr 05, 2025 11:52 pm
Forum: Not a bug
Topic: Fulgora island coverage: non-meaningful impact
Replies: 1
Views: 340

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 ...
by usafphoenix
Thu Oct 24, 2024 6:05 pm
Forum: Modding interface requests
Topic: New technology modifier type: module effects
Replies: 0
Views: 221

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.
by usafphoenix
Mon Oct 07, 2024 8:43 am
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 53667

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 ...
by usafphoenix
Fri Sep 06, 2024 2:17 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 67782

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 ...
by usafphoenix
Fri Sep 06, 2024 2:06 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 67782

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 ...
by usafphoenix
Fri Jul 26, 2024 6:38 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 34698

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 ...
by usafphoenix
Sun Jun 23, 2024 3:50 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 123716

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 ...
by usafphoenix
Sun Jun 23, 2024 3:08 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 123716

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."?
by usafphoenix
Sun Jun 23, 2024 1:52 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 304566

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 ...
by usafphoenix
Mon Mar 11, 2024 6:29 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 304566

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 ...
by usafphoenix
Mon Oct 09, 2023 7:02 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 304566

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.)
by usafphoenix
Sun Aug 11, 2019 2:30 am
Forum: Modding help
Topic: post-oil changes, some technologies impossible. (modded)
Replies: 4
Views: 2076

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 ...
by usafphoenix
Sun Aug 11, 2019 1:43 am
Forum: Modding help
Topic: post-oil changes, some technologies impossible. (modded)
Replies: 4
Views: 2076

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 ...
by usafphoenix
Sun Aug 04, 2019 5:53 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 202207

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.
by usafphoenix
Thu Jul 18, 2019 8:41 am
Forum: Technical Help
Topic: "Cargo empty" treating fluid wagons as cargo.
Replies: 1
Views: 1202

"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 ...
by usafphoenix
Sun May 12, 2019 6:40 am
Forum: Technical Help
Topic: Unable to check for mod updates
Replies: 5
Views: 4322

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)"
by usafphoenix
Sun Mar 03, 2019 3:43 pm
Forum: Ideas and Suggestions
Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
Replies: 22
Views: 6945

sort mods in "install tab" by release date

Version 16 of factorio had this, but it was removed when 17 came out. Instead replaced with "trending", which, while that's cool and all, that lacks the functionality of seeing what the most recent released/updated mods are. The version number is mostly irrelvant as it's arbitrary what modders set ...
by usafphoenix
Thu Feb 21, 2019 11:17 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 251756

Re: [MOD 0.13] Black Market (sell and buy on the market)

selling large amounts of u-coin results in uCoin becoming valued at 0u. whereas mod description /documentation lists it as always being 1u.
(3rd-party mod edit to add recipe to sell item for ucoin) dunno if that's important
by usafphoenix
Tue Feb 19, 2019 7:02 am
Forum: Mods
Topic: [MOD 0.16] Technology Market (buy technologies)
Replies: 14
Views: 9282

Re: [MOD 0.16] Technology Market (buy technologies)

any update on if this mod, does require any modification to run or no? does it have to be unzipped? or is something else causing it?

edit 1: unzipping did enable it to load in vanilla, but crashes with angelspetrochem: "Failed to load mods: Error while running setup for technology prototype "rocket ...
by usafphoenix
Sun Jan 13, 2019 6:35 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 56370

Re: Friday Facts #277 - GUI progress update

Wave Defense games and RTS-style games benefit more from diverging technology trees / CHOICES for upgrade path more than they benefit from variability in map generation. While having procedurally generated maps can be good for replayability, the map generating method is a minor thing, and a well ...

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