Search found 292 matches

by jamiechi1
Tue May 19, 2026 2:43 am
Forum: Implemented Suggestions
Topic: Motion sickness from trippy ghost animation
Replies: 3
Views: 537

Re: Motion sickness from trippy ghost animation

I agree. This new shimmering distortion for ghosts is extremely horrible.
by jamiechi1
Sat Mar 07, 2026 11:24 am
Forum: General discussion
Topic: WASM instead of Lua
Replies: 13
Views: 3768

Re: WASM instead of Lua

I like LUA and I think it works very well with this game.
And I really hate the syntax changes they made in C sharp.
I do prefer to program in C++ or plain machine code.
I think C++ is pretty much usable on any platform.

So I think I am against this WASM thing.
by jamiechi1
Fri Oct 24, 2025 9:13 pm
Forum: Outdated/Not implemented
Topic: Remove Space Age mod dependency on Quality
Replies: 11
Views: 4917

Re: Remove Space Age mod dependency on Quality

Rseding91 wrote: Mon Jul 28, 2025 1:46 pm This was talked about internally before space age was released and the answer ended up being no. It exists as its own mod so people can use it without playing the full space age mod but otherwise is required for space age.
This is just Stupid.
by jamiechi1
Fri Mar 07, 2025 10:01 pm
Forum: General discussion
Topic: [SA] Every time I see a demolisher...
Replies: 4
Views: 1895

Re: [SA] Every time I see a demolisher...

And now I want to watch the old movies again. (I liked all of them.)
by jamiechi1
Fri Mar 07, 2025 9:53 pm
Forum: Gameplay Help
Topic: Moving science research to Gleba?
Replies: 5
Views: 4447

Re: Moving science research to Gleba?

Science packs should not spoil. I use a mod to fix that.
by jamiechi1
Fri Mar 07, 2025 9:47 pm
Forum: General discussion
Topic: I had to flee Gleba!
Replies: 25
Views: 9240

Re: I had to flee Gleba!

In older games (v1.1), I placed a water canal around my base to keep the biters out. Will this work on Gleba?
by jamiechi1
Fri Mar 07, 2025 9:12 pm
Forum: General discussion
Topic: Certain tech tree dependencies and trigger tech issues in Space Age
Replies: 16
Views: 6315

Re: Certain tech tree dependencies and trigger tech issues in Space Age

I really don't like the 'trigger tech'. Thankfully there is a mod that removes it. "No More Trigger Technologies" mod.
by jamiechi1
Fri Mar 07, 2025 9:03 pm
Forum: General discussion
Topic: What I love about Space Age
Replies: 15
Views: 5611

Re: What I love about Space Age


Another nice feature: However one may feel about cliff explosives being further down the tech tree, I like the fact that cliff destruction isn't available until cliff explosives are available. It means I can use the deconstruction planner without marking a bunch of cliffs for destruction when I ...
by jamiechi1
Fri Mar 07, 2025 8:50 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 466
Views: 195147

Re: Gleba has killed the game for me.

What I don't understand, is why spoilage on Gleba also causes spoilage of the fish on Nauvis. I have not launched a rocket yet in 2.0, so this makes No sense to me.
by jamiechi1
Fri Mar 07, 2025 8:45 pm
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 91
Views: 72385

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game

I agree. I did report the thread to the Moderators and asked them to close it.
by jamiechi1
Thu Mar 06, 2025 11:30 pm
Forum: Questions, reviews and ratings
Topic: Request - electric heaters
Replies: 2
Views: 1665

Re: Request - electric heaters

The last post here should help with the constantly on thing. https://mods.factorio.com/mod/ElectricH ... 8f6606bccb
by jamiechi1
Wed Jan 22, 2025 7:32 am
Forum: Ideas and Suggestions
Topic: Spoiling rate 0% B4 New game
Replies: 11
Views: 3413

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.
by jamiechi1
Wed Jan 22, 2025 7:25 am
Forum: Ideas and Suggestions
Topic: Automated landfill should be optional
Replies: 17
Views: 5446

Re: Automated landfill should be optional

SilentStorm wrote: Sat Jan 18, 2025 1:18 am +1
Please make it an option, or limit it to super force.
Yes please.
by jamiechi1
Wed Jan 22, 2025 7:21 am
Forum: Ideas and Suggestions
Topic: Ctrl Shift should show to-be deleted items
Replies: 2
Views: 793

Re: Ctrl Shift should show to-be deleted items

Yes. This would be helpful. :ugeek:
by jamiechi1
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: 1486

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. :shock:
by jamiechi1
Tue Jan 21, 2025 9:45 am
Forum: Questions, reviews and ratings
Topic: Mod for slower fading remnants
Replies: 1
Views: 934

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
by jamiechi1
Tue Jan 21, 2025 9:38 am
Forum: Modding help
Topic: Questions about mod names and paths
Replies: 1
Views: 1060

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.
by jamiechi1
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: 986

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.

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