Search found 32 matches
- Mon Nov 27, 2023 2:56 pm
- Forum: Ideas and Suggestions
- Topic: New Folder button in save/load game screen
- Replies: 1
- Views: 220
New Folder button in save/load game screen
Factorio supports subfolders for organizing save games, but there's no way to know this unless you navigate there and create the folder manually. Having this useful feature be more discoverable by letting players create folders in-game would be nice.
- Sun Sep 11, 2022 5:15 am
- Forum: Ideas and Suggestions
- Topic: Allow walls and gates in the upgrade planner
- Replies: 2
- Views: 737
Allow walls and gates in the upgrade planner
Allow us to put walls and gates in the upgrade planner so I can paint a path through my dragon's teeth formation whenever I want to drive through a part of my wall. Thanks.
- Mon May 02, 2022 11:16 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 33493
Re: What are the most impractical items in Factorio?
Pistol. Even if you have to fight before unlocking anything else, it's better to unequip it and just melee with much better DPS. I'm not sure what the difference is but it's very noticable, especially on spawners with armor. Considering the pistol also costs a ton of expensive ammo to kill anything...
- Sun May 01, 2022 5:19 pm
- Forum: Balancing
- Topic: Idea: reduce pollution emitted by machines on floor tiles
- Replies: 22
- Views: 6679
Re: Idea: reduce pollution emitted by machines on floor tiles
I really like the idea of another reason to place stone and concrete, especially under working machines. It's very visually appealing. Currently this is an entirely negative thing to do because you won't be walking over it and it reduces your pollution absorption. What if floor tiles instead boosted...
- Sat Apr 30, 2022 4:56 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 33493
Re: What are the most impractical items in Factorio?
steel offers no real efficiency improvement to offset the investment. It's literally 100% more fuel efficient since it's twice as fast and uses the same energy - 90kW. In the part of the game you're using them, stone furnaces are the single largest energy user a base has, though people don't realiz...
- Sat Apr 30, 2022 2:53 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 33493
Re: What are the most impractical items in Factorio?
Pistol. Even if you have to fight before unlocking anything else, it's better to unequip it and just melee with much better DPS. I'm not sure what the difference is but it's very noticable, especially on spawners with armor. Considering the pistol also costs a ton of expensive ammo to kill anything ...
- Wed Apr 27, 2022 7:53 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 101565
Re: Beautiful Sushi Belts
Low splitter sushi I made a science sushi setup based on a older blueprint I had lying around. I was planning to add credit to the author of the original blueprint but couldn't find them. Can you help me find where I could have taken the original from? My adaptation: 0eNrFXMtu20gQ/JUFz1bAeZP+jRwXQU...
- Wed Apr 27, 2022 5:37 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 31962
Re: Defence economy balance
I should also mention: The reason gun turrets deserve a +1/+2 range increase with better ammo is because they currently have pitiful HP and are essentially glass cannons whose only defense is putting out huge mountain of DPS before a spitter kills them. Spitters already upgrade their range from 13 t...
- Wed Apr 27, 2022 4:49 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 31962
Re: Defence economy balance
It makes little sense that uranium magazines come so late since it's not actually a nuclear-related technology. If a change to the tech requirements of uranium ammo were to be done, I could certainly see getting rid of yellow science (thus knocking the military tech requirement down from 4 to 3), b...
- Tue Apr 26, 2022 12:10 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 31962
Re: Defence economy balance
Suggestion: Normal magazines: no change Piercing magazines: increase damage to 12, adds +1 range Uranium magazines: nerf damage to 18, adds +2 range, technology unlock changed to blue/military science. This makes piercing cost-effective and makes uranium a viable alternative at the same time that fl...
- Sat Oct 03, 2020 6:45 am
- Forum: Ideas and Suggestions
- Topic: Hotkey to lock mouse to movement along the X or Y axis
- Replies: 4
- Views: 1207
Re: Hotkey to lock mouse to movement along the X or Y axis
Hmm, that does work. Thanks!
- Sat Oct 03, 2020 4:11 am
- Forum: Ideas and Suggestions
- Topic: Hotkey to lock mouse to movement along the X or Y axis
- Replies: 4
- Views: 1207
Re: Hotkey to lock mouse to movement along the X or Y axis
Say you need to hook up a pipe 200 tiles away. If you want to "run with it" you'd need to run 200 tiles, then run 200 tiles back while building along the way. With this you can build straight there.
- Fri Oct 02, 2020 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Hotkey to lock mouse to movement along the X or Y axis
- Replies: 4
- Views: 1207
Hotkey to lock mouse to movement along the X or Y axis
For use in spacing things out properly across distances, have two keybinds that will lock either the X or Y coordinate of the mouse respectively while held.
- Wed Sep 30, 2020 10:15 pm
- Forum: General discussion
- Topic: Planning vs Winging it
- Replies: 32
- Views: 8059
Re: Planning vs Winging it
Every game I have, I also start up a parallel sandbox game on the same map. Whenever I want to play far into the future or think about thinks like layout I'll save my normal game, load up the sandbox game and play around until I figure something out. This relieves a lot of the distractions and helps...
- Wed Sep 30, 2020 10:06 pm
- Forum: General discussion
- Topic: Killing nest are becoming annoying - Strategy to play?
- Replies: 37
- Views: 13188
Re: Killing nest are becoming annoying - Strategy to play?
Absolutely go for efficiency modules on your first playthrough, if you want to take your time, or you are on marathon-esque settings. -60%/80% pollution from level 1 efficiency modules on most of your stuff directly leads to at least 60%-80% less biter attacks. Including terrain absorption into the ...
- Thu Sep 17, 2020 11:55 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 26756
Re: I can't beat it...
Getting even slightly hit by spit as a tank slows you down enough that biters are catching you and more spit is hitting you. AoE on the explosive shells isn't good enough to kill them faster than they come, and in any case if you are shooting biters then you aren't shooting nests which is what reall...
- Thu Sep 17, 2020 10:46 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 26756
Re: I can't beat it...
I did test all 3 individually and in combiation. The one I found best early on was car gun + poison + grenades. Tank died too fast to spawns for me. I'm not sure if I was supposed to upgrade the tank a lot more before trying it or something. Once the bases got really big, I did runbys with the car a...
- Wed Sep 16, 2020 2:48 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 26756
Re: I can't beat it...
See, this is what I didn't want. Three entirely separate suggestions that will take several hours each to tech towards and get upgrades for with all resources exploited. I've sort of tried all 3 but they end up very, very slow against the alien megabases. I think poison capsules + grenades/gun in a ...
- Wed Sep 16, 2020 3:55 am
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 26756
Re: I can't beat it...
Once you've stabilized around laser/flamethrower defenses/clean power/efficiency modules, what's the easiest and quickest way to clear entire maps of alien bases out? Assuming we don't have the incredibly expensive stuff like artillery/nukes/power armor 2. I've always kind of hit an effort roadblock...
- Tue Feb 04, 2020 7:57 pm
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 14690
Re: 0.18 DeathWorld
I know your troubles are coming from later on, but the beginning is super important. Aside from juggling your early pollution cloud, don't forget that you can lay waste to moderately sized biter bases in the beginning with your axe and a stack of fish if need be. (Early armour that would otherwise ...