I disagree with the other speedrunners. I think that it is good that this exploit was fixed, even if it makes particular speedruns longer when they cannot use the exploit.
The speedrun categories can adapt. If some of the achievements that was made pointless by this exploit are to hard to include ...
Search found 76 matches
- Tue Apr 15, 2025 2:05 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 57185
- Fri May 20, 2022 2:09 pm
- Forum: Minor issues
- Topic: [1.1.59] map generation slower than usually
- Replies: 5
- Views: 3479
Re: [1.1.59] map generation slower than usually
I noticed the same issue with slow map preview generation twice yesterday. Both times it happened after playing the game for a while and then going back to generating maps.
Once it happens it is consistent, each map preview generation is affected, including the first. The only way to sole it ...
Once it happens it is consistent, each map preview generation is affected, including the first. The only way to sole it ...
- Fri Feb 26, 2021 8:41 pm
- Forum: Not a bug
- Topic: [1.1.25] canceling upgrades with upgrade planer can brake underground belts
- Replies: 3
- Views: 2426
Re: [1.1.25] canceling upgrades with upgrade planer can brake underground belts
If you don't want to fix it i understand, it is not a important bug.
No need to make up some excuse that this is wanted behavior.
No need to make up some excuse that this is wanted behavior.

- Fri Feb 26, 2021 9:32 am
- Forum: Not a bug
- Topic: [1.1.25] canceling upgrades with upgrade planer can brake underground belts
- Replies: 3
- Views: 2426
[1.1.25] canceling upgrades with upgrade planer can brake underground belts
When using the shift - upgrade planer to cancel upgrade orders, underground belts can become disconnected.
Upgrading one side of a underground belt places upgrade orders on both sides of the underground belt. Canceling the upgrade on one side of the underground belt does not cancel the upgrade of ...
Upgrading one side of a underground belt places upgrade orders on both sides of the underground belt. Canceling the upgrade on one side of the underground belt does not cancel the upgrade of ...
- Thu Jan 14, 2021 6:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment
- Replies: 7
- Views: 5372
Re: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment
This is not fixed in 1.1.11
At least not if you start dragging from a belt just outside of reach.
At least not if you start dragging from a belt just outside of reach.
- Wed Dec 30, 2020 12:30 am
- Forum: General discussion
- Topic: Factorio is two games: pre and post robots.
- Replies: 55
- Views: 23703
Re: Factorio is two games: pre and post robots.
I agree that the game before and after bots are very different, but the exponential curve is mush slower than what you expect.
There are also several game engine limitations that are important.
You cant have more than like 2-3k entities blueprinted before the bot construction queues start to slow ...
There are also several game engine limitations that are important.
You cant have more than like 2-3k entities blueprinted before the bot construction queues start to slow ...
- Tue Nov 24, 2020 9:23 am
- Forum: Ideas and Suggestions
- Topic: Add modules from map mode
- Replies: 1
- Views: 1948
Add modules from map mode
TL;DR
Add module place orders from map modeWhat ?
I want to be able to insert modules into assemblers etc. from map mode. So bots can bring them.Why ?
You can already replace modules with other modules, but not insert new/more modules.- Fri Oct 30, 2020 9:06 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 97272
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Does rotate work on ghost enteties?
- Tue Aug 25, 2020 10:47 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 46682
Re: Defence economy balance
Here is an example on what infrastructure you need to have to keep three turrets firing constantly.
To me it feels wrong that gun turrets require 8x the power as laser turrets do.
All research up to pre utility and production:
DPS for gun turrets with red ammo:
(10 + 11) * (8 + 17.92 ...
- Mon Aug 24, 2020 6:19 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 46682
Re: Defence economy balance
Cntr-right click, 3 times. First with ammo in hand then 2 times without.jodokus31 wrote: Mon Aug 24, 2020 6:14 pm My gut feeling agrees, that flamers are a bit too resource efficient.
I also would like, if you could reliable insert/fill up to 10 - 20 ammo in turrets without too much clicking and checking, but that's another topic
- Mon Aug 24, 2020 5:32 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 46682
Re: Defence economy balance
Having in average three turrets shooting at any given time was of course just an arbitrary reference point. If it is realistic or not depends on base size/map etc etc.
Red ammo is acctualy not more expensive per damage dealt to most types of biters before you gain very high levels of damage tech.
Red ammo is acctualy not more expensive per damage dealt to most types of biters before you gain very high levels of damage tech.
- Mon Aug 24, 2020 11:29 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 46682
Defence economy balance
TL;DR
Defense economy of Factorio needs better balance. It is a flaw in the otherwise very well balanced game.
What ?
I suggest that the amount of bullets in a magazine is increased to 32 and that the flamethrower turret consumption is increased to 50/s
Why ?
Building a efficient defense in ...
Defense economy of Factorio needs better balance. It is a flaw in the otherwise very well balanced game.
What ?
I suggest that the amount of bullets in a magazine is increased to 32 and that the flamethrower turret consumption is increased to 50/s
Why ?
Building a efficient defense in ...
- Fri Mar 20, 2020 4:49 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 115575
Re: Friday Facts #339 - Beacon HR + Redesign process
I think it looks good.
Have you considered having the center spire rotating?
Have you considered having the center spire rotating?
- Tue Feb 18, 2020 6:28 pm
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 24295
Re: Version 0.18.7
I think that most of the new sounds are an improvement. The silo sound is awesome!
But there is a volume problem.
Background sounds needs to be lower than player action feedback sounds!
The sound of gunfire or simple feedback sounds like entity placed sounds needs to have significantly higher ...
But there is a volume problem.
Background sounds needs to be lower than player action feedback sounds!
The sound of gunfire or simple feedback sounds like entity placed sounds needs to have significantly higher ...
- Fri Jan 31, 2020 7:28 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 27897
Re: Friday Facts #332 - More sounds & Map color tweaks
I also line the new sounds, except the biter attack alert sound, that will take some time to get used to.
Nice to see you featuring good streamers in the fff!
Nice to see you featuring good streamers in the fff!

- Mon Sep 30, 2019 8:38 am
- Forum: Gameplay Help
- Topic: Early game large bitter bases clearing
- Replies: 8
- Views: 7141
Re: Early game large bitter bases clearing
The easiest way to do this with low tech stuff is grenades.
Put up a defensive line of turrets and walls outside of worm range, go in and spam grenades retreat back if biters start to surround you.
Trick is to not get hit by the worms. Fairly easy once you get the hang of how worm targeting works ...
Put up a defensive line of turrets and walls outside of worm range, go in and spam grenades retreat back if biters start to surround you.
Trick is to not get hit by the worms. Fairly easy once you get the hang of how worm targeting works ...
- Sun Jul 28, 2019 4:02 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 394234
Re: Friday Facts #305 - The Oil Changes
But that does not solve the issue of blocked output.
- Sun Jul 28, 2019 3:17 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 394234
Re: Friday Facts #305 - The Oil Changes
you'd need lots of sulfur, you'd end up with excess petroleum if you use AOP or BOP or even Coal Liquefaction.
EDIT: the other risk is if you want to produce a lot of accumulator, you'd need to consume the PG somehow.
This is a big deal, and the response I gave to why there are so many ...
- Sun Jul 28, 2019 2:13 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 394234
Re: Friday Facts #305 - The Oil Changes
you'd need lots of sulfur, you'd end up with excess petroleum if you use AOP or BOP or even Coal Liquefaction.
EDIT: the other risk is if you want to produce a lot of accumulator, you'd need to consume the PG somehow.
This is a big deal, and the response I gave to why there are so many ...
- Sat Jul 20, 2019 1:31 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 292239
Re: Friday Facts #304 - Small bugs; Big changes
I think the changes are good!
It'll make the game slightly slower for us speedrunners, sub 1h bots will be a real challenge now.
I think it would make more sense to move sulfur and batteries to after chemical sci too. Only affects accumulatiors.
It'll make the game slightly slower for us speedrunners, sub 1h bots will be a real challenge now.
I think it would make more sense to move sulfur and batteries to after chemical sci too. Only affects accumulatiors.