Search found 281 matches
- Wed Jan 22, 2025 7:32 am
- Forum: Ideas and Suggestions
- Topic: Spoiling rate 0% B4 New game
- Replies: 11
- Views: 664
Re: Spoiling rate 0% B4 New game
I do use mods, but I also think that options to remove spoilage should be removed for the Fish, and the Science Packs in Vanilla. Fish should not spoil on Nauvis.
- Wed Jan 22, 2025 7:25 am
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 15
- Views: 1106
Re: Automated landfill should be optional
Yes please.SilentStorm wrote: Sat Jan 18, 2025 1:18 am +1
Please make it an option, or limit it to super force.
- Wed Jan 22, 2025 7:21 am
- Forum: Ideas and Suggestions
- Topic: Ctrl Shift should show to-be deleted items
- Replies: 2
- Views: 171
Re: Ctrl Shift should show to-be deleted items
Yes. This would be helpful.
- Wed Jan 22, 2025 7:12 am
- Forum: Ideas and Suggestions
- Topic: Copy entity settings/inventory filter settings to inserter and pump filter
- Replies: 3
- Views: 175
Re: Copy entity settings/inventory filter settings to inserter and pump filter
I am a bit confused here. When I paste settings meant for buildings, the inserter filters are changed. (Maybe because I am on Experimental?)
I would like an option to disable this for various targets. Like Inserters.
I would like an option to disable this for various targets. Like Inserters.
- Tue Jan 21, 2025 9:51 am
- Forum: Bob's mods
- Topic: Any chance for an update to 2.0 and space age?
- Replies: 1
- Views: 335
- Tue Jan 21, 2025 9:45 am
- Forum: Questions, reviews and ratings
- Topic: Mod for slower fading remnants
- Replies: 1
- Views: 200
Re: Mod for slower fading remnants
Probably a bit late, but this mod has been updated for 2.0. https://mods.factorio.com/mod/Noxys_QuickerStumpFade
- Tue Jan 21, 2025 9:38 am
- Forum: Modding help
- Topic: Questions about mod names and paths
- Replies: 1
- Views: 229
Re: Questions about mod names and paths
Don't create mods with underscores in it. This just causes confusion.
Underscores in the folder name for the mod should only be used to separate the name from the version of the mod.
Underscores in the folder name for the mod should only be used to separate the name from the version of the mod.
- Tue Jan 21, 2025 9:34 am
- Forum: Questions, reviews and ratings
- Topic: Is a Linked belts and pipes mod for 2.0?
- Replies: 1
- Views: 218
Re: Is a Linked belts and pipes mod for 2.0?
Linked Belts has been updated for 2.0. I'll look at the other mod and see if it can be updated easily.
- Sun Dec 01, 2024 10:00 pm
- Forum: Ideas and Suggestions
- Topic: A way to plant trees anywhere on Nauvis
- Replies: 4
- Views: 858
Re: A way to plant trees anywhere on Nauvis
I don't think it was a bug, but just one of the stupid game changes made by the developer.
There were some mods that dealt with this, and added fertilizer that could be placed on the ground, but I am not sure they were updated for 2.0 Factorio yet.
This was a really really dumb change in my ...
There were some mods that dealt with this, and added fertilizer that could be placed on the ground, but I am not sure they were updated for 2.0 Factorio yet.
This was a really really dumb change in my ...
- Sat Nov 23, 2024 11:02 pm
- Forum: Ideas and Suggestions
- Topic: Space platform 'mass' instead of 'weight'
- Replies: 10
- Views: 928
Re: Space platform 'mass' instead of 'weight'
I agree with the initial poster. It should be 'mass'.
- Sat Nov 23, 2024 10:58 pm
- Forum: Ideas and Suggestions
- Topic: More Achievements
- Replies: 10
- Views: 1024
Re: More Achievements
I want the option in game to Disable achievements. Without having to use a mod.
- Sat Nov 23, 2024 10:56 pm
- Forum: Ideas and Suggestions
- Topic: More toolbar slots visible on screen.
- Replies: 18
- Views: 8333
Re: More toolbar slots visible on screen.
Yes. Having a Quickbar 2 rows high and at least 20 wide would be great.
And while I am here; Please incorporate the RotateQuickbars mod into the game.
And while I am here; Please incorporate the RotateQuickbars mod into the game.
- Sat Nov 23, 2024 10:49 pm
- Forum: Ideas and Suggestions
- Topic: Remove Space Age mod dependency on Quality
- Replies: 6
- Views: 615
Re: Remove Space Age mod dependency on Quality
Yes. We currently have to mod the game to disable Quality. It should be optional.
- Sat Nov 23, 2024 10:43 pm
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 17938
Re: Version 2.0.21
[*]Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. (https://forums.factorio.com/122065)
Wait, isn't this a stealth nerf? Now you can no longer plant trees on ...
- Fri Nov 22, 2024 5:24 am
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 42
- Views: 14259
Re: Version 2.0.20
WireShortcuts_1.1.13 is another option for a wire shortcut. Needs to be updated to 2.0 though.
- Tue Nov 19, 2024 8:41 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 42
- Views: 14259
Re: Version 2.0.20
Please change the icons back. They look ugly and I can't revert my save file to an older version.
I'm doing an acheivement run without mods otherwise I'd install a cosmetic mod.
11-20-2024, 01-49-33.png
Can you be more specific? I was actually recently approving these, and I find it to be ...
- Sun Nov 17, 2024 8:10 pm
- Forum: Modding help
- Topic: How to handle manual copper-wire connections?
- Replies: 6
- Views: 497
Re: How to handle manual copper-wire connections?
Found out how to do this thanks to darkfrei.
In Entity code: auto_connect_up_to_n_wires = 0 -- for Factorio 2.0 - Space Age
see https://mods.factorio.com/mod/ConnectionBox/discussion/673534e00d7004a362eb2894
Problem with the new method, is that now one cannot tell if new power pole is placed close ...
In Entity code: auto_connect_up_to_n_wires = 0 -- for Factorio 2.0 - Space Age
see https://mods.factorio.com/mod/ConnectionBox/discussion/673534e00d7004a362eb2894
Problem with the new method, is that now one cannot tell if new power pole is placed close ...
- Sun Nov 17, 2024 1:54 am
- Forum: Ideas and Suggestions
- Topic: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
- Replies: 50
- Views: 3509
Re: Rocket silo should have a 2x2 area exclusive for rocket parts, and the rest should be for inserting into the rocket
After running afoul of this one myself, I went ahead and made a mod. It uses three separate new intermediates that you can choose to use, or not, to try to stay as compatible as possible with whatever existing rocket setup someone might have, and also still gain any benefits for making the rocket ...
- Sun Nov 17, 2024 1:17 am
- Forum: Gameplay Help
- Topic: Main bus newbie question
- Replies: 16
- Views: 2278
Re: Main bus newbie question
Hi,
I've played a LOT of Factorio, but never really progressed beyond spaghetti phase :D WIth lots of manual insertion.
My question is: When you make a main bus - let's say left to right (eastwards), that kind of locks you into expanding ever westwards in search of more resources, doesn't it ...
- Sun Nov 17, 2024 1:06 am
- Forum: General discussion
- Topic: Thank you for Fluid 2.0
- Replies: 8
- Views: 1567
Re: Thank you for Fluid 2.0
Yes. I like.