Search found 32 matches

by HadesSupreme
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.
by HadesSupreme
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.
by HadesSupreme
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...
by HadesSupreme
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...
by HadesSupreme
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...
by HadesSupreme
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 ...
by HadesSupreme
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...
by HadesSupreme
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...
by HadesSupreme
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...
by HadesSupreme
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...
by HadesSupreme
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.
by HadesSupreme
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.
by HadesSupreme
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...
by HadesSupreme
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 ...
by HadesSupreme
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...
by HadesSupreme
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...
by HadesSupreme
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 ...
by HadesSupreme
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...
by HadesSupreme
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 ...

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