Search found 65 matches
- Fri Jun 21, 2024 12:48 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 81443
Re: Friday Facts #416 - Fluids 2.0
I would suggest that the “output” of a pipe section (aka what a machine can draw from it) shouldn’t only scale by its fill level but also the number of pipes the section consists of (maybe with a threshold and bigger increments). This would somewhat limit the “throughput” of a pipe system and there...
- Fri Jun 21, 2024 12:27 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 81443
Re: Friday Facts #416 - Fluids 2.0
Pog; though I wished you'd take inspiration from GregTech power system because Thermal Expansion approach completely nullifies caring about throughput in a system as a whole... Completely ignoring the fact i stole the power system from IC2 basically, and then reimplemented it badly. Not a good Idea...
- Fri Jun 21, 2024 12:09 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 81443
Re: Friday Facts #416 - Fluids 2.0
Pog; though I wished you'd take inspiration from GregTech power system because Thermal Expansion approach completely nullifies caring about throughput in a system as a whole...
- Thu Apr 14, 2022 9:35 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 61454
Re: mute the game while alt-tabbed
Is this feature really that hard to implement?.. Many games have it like Path of Exile, Dota 2, even saw it in Darkest Dungeon... If I didn't knew, I would bet everything that Factorio is one of the games where it definitely should have been as I think many people often stay AFK... As for me, every ...
- Wed Sep 08, 2021 7:14 am
- Forum: Ideas and Suggestions
- Topic: Remove biter's mucus ground with fire/poison capsule
- Replies: 1
- Views: 910
Remove biter's mucus ground with fire/poison capsule
TL;DR Make it so you could somehow clear the ground from biter's goop after you cleared a nest and preserve a terrain without just covering everything with concrete. Why ? Now you can only place concrete on top, but then if you remove it ground would still be in goop, so you can have either dirty g...
- Mon Sep 06, 2021 3:35 am
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 61454
Re: mute the game while alt-tabbed
yes pls, +1 for the feature
- Sat Jul 17, 2021 5:13 am
- Forum: Questions, reviews and ratings
- Topic: Best mods that don't affect vanilla too much?
- Replies: 9
- Views: 5811
Re: Best mods that don't affect vanilla too much?
It's a fun extension and doesn't break anything in terms of regular vanilla progression since it's only would be actually viable only in end-end game and with post rocket factory:
https://mods.factorio.com/mod/MIRV
https://mods.factorio.com/mod/MIRV
- Thu Jul 15, 2021 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Splitter GUI, clickable graphical priorities
- Replies: 17
- Views: 5878
Re: Splitter GUI, clickable graphical priorities
joined with existing thread The more ground laying idea you described at the end. You are free to make an extra suggestion out of that. Don’t forget to make specific examples, because I’m not 100% sure, if I understood the idea with the circuit breaker for the switch (which is kind of big circuit b...
- Thu Jul 15, 2021 1:21 am
- Forum: Ideas and Suggestions
- Topic: Splitter GUI, clickable graphical priorities
- Replies: 17
- Views: 5878
Click inside GUI displays feature
TL;DR Make additional clicking buttons inside GUI displays for some things: https://i.imgur.com/Hf5AkqL.png Why ? It would be really convenient for things like splitters as you would never have to think where is right or left this time. Also mb this could be used by other entities as well to create...
- Mon Jul 12, 2021 2:16 pm
- Forum: Balancing
- Topic: Walls need to be cheaper
- Replies: 11
- Views: 5644
Re: Walls need to be cheaper
If you can't afford it, maybe you are doing it wrong? You increase the difficulty and then complain about it being hard. If you are new at the game, ask for help on how to improve so that you become good enough to play on deathworld. Don't say that hard mode is too hard so the devs should make it e...
- Mon Jul 12, 2021 1:08 am
- Forum: Balancing
- Topic: Walls need to be cheaper
- Replies: 11
- Views: 5644
Walls need to be cheaper
I always felt that way, but never dig into "tests", but now for a challenge I'm playing a deathworld desert map, with acutally increased starter boarders to 200%. So it's even less harder then a deathworld. So in the early game I need to keep my pollution really low to keep attacks at none...
- Fri Oct 09, 2020 8:51 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 93535
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Idea for a tip:
This is a problem that I had, and saw it in a few streamers that were new to the game — new players don't even consider that it's possible to put productivity modules into labs, or even science packs recipe; even if they are already using them for blue circuits.
This is a problem that I had, and saw it in a few streamers that were new to the game — new players don't even consider that it's possible to put productivity modules into labs, or even science packs recipe; even if they are already using them for blue circuits.
- Sun Sep 27, 2020 11:19 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 159362
Re: [MOD 0.18] KRASTORIO^2
I think space science damage increase numbers should be rebalanced. I understand that the base numbers were increased, and research doesn't rise to a millions of packs straight away as in vanilla, but getting 3 and then less % damage increases feels bad and wrong; while in vanilla you can do space p...
- Sat Sep 19, 2020 8:01 am
- Forum: Ideas and Suggestions
- Topic: [UPD] Rail planner is practically broken around your base
- Replies: 3
- Views: 1793
Re: [UPD] Rail planner is practically broken around your base
When I open the subject from “rails” up to “blueprints in general” (both should work similar), these are similar threads: https://forums.factorio.com/viewtopic.php?f=6&t=88691 Better Blueprint Placement https://forums.factorio.com/viewtopic.php?f=6&t=84697 Better UX for placing, removing, a...
- Sat Sep 19, 2020 3:56 am
- Forum: Ideas and Suggestions
- Topic: [UPD] Rail planner is practically broken around your base
- Replies: 3
- Views: 1793
Re: Rail planner is practically broken around your base
Lol, I actually forgot I've crated this topic, and wanted to post this suggestion again ^^; But yea, if you are building rails on top of your base it's just declines to work — it doesn't even show a ghost of a rail so you could see exactly what entities you need to deconstruct so you need to remove ...
- Tue Jul 21, 2020 5:52 am
- Forum: Ideas and Suggestions
- Topic: Option to toggle off radar view on the zoomed map
- Replies: 2
- Views: 1716
Re: Option to toggle off radar view on the zoomed map
+1 This would especially be helpful for laying out train systems. The option should most likely be a checkbox „deactivate radar view for blueprints“ in the interface menu. No, I thought more like a quick toggle button, because radar vision is actually cool and useful, and many people would want to ...
- Mon Jul 20, 2020 3:23 am
- Forum: Ideas and Suggestions
- Topic: Option to toggle off radar view on the zoomed map
- Replies: 2
- Views: 1716
Option to toggle off radar view on the zoomed map
Sometimes I prefer a map view to see and plan things on a global scale with it simplistic view, but at certain zoom level the map view turns into radar vision which makes things much less clear: https://i.imgur.com/XmouOV9.png https://i.imgur.com/zqJs238.png With a new addition to blueprints so that...
- Sat Jul 18, 2020 2:16 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 63679
Re: Friday Facts #356 - Blueprint library for real
Great blog and surprise! I already can't understand how could I play without this before <3
p.s. me reading changes, live:
p.s. me reading changes, live:
- Sat May 16, 2020 1:38 am
- Forum: Gameplay Help
- Topic: Train system balancing for megabase
- Replies: 4
- Views: 1721
Train system balancing for megabase
What kind of things you can do to balance trains between stations?.. I want to rebuild my base for 1k SPM, from my current 300, and even now I have problems with balance, which I solved just by having A LOT outposts and big stackers everywhere. Also I have a really simple circuit that disables stati...
- Mon May 11, 2020 5:05 am
- Forum: Ideas and Suggestions
- Topic: Usage of mods should be concreted as an intended way to play
- Replies: 3
- Views: 1573
Usage of mods should be concreted as an intended way to play
TL;DR Concrete usage of mods as the intended way to play, by allowing players to manually toggle exact mods to not interfere with global steam achievements. Why ? I played with QoL mods since my first factory, and because of that I missed a lot of achievements; so last few weeks I spend completing ...