TL;DR
Make the fish breeding recipe exclusive to the bio-chamber.
What?
The fish breeding recipe used to need treeseeds instead of nutrients, but now since the recipe has changed to require nutrients instead, the different buildings have the same challenge requirements needing nutrients and ...
Search found 52 matches
- Wed Nov 20, 2024 1:05 am
- Forum: Ideas and Suggestions
- Topic: Remove fishbreeding for chemplant
- Replies: 0
- Views: 186
- Wed Nov 20, 2024 12:29 am
- Forum: Ideas and Suggestions
- Topic: [DLC] - Make Gleba's unique structures more impactful
- Replies: 4
- Views: 1061
Re: [DLC] - Make Gleba's unique structures more impactful
I wouldn't try to balance the bio chamber to be as good as EMPs or foundries as that just doesn't feel possible and biolabs are supposed to be the main competitor, but making it more specialized for its risk is enticing.
In development the biochamber was exclusively added for gleba, and later on had ...
In development the biochamber was exclusively added for gleba, and later on had ...
- Tue Nov 19, 2024 11:42 am
- Forum: Ideas and Suggestions
- Topic: Throwing rate for capsules should be added along with infinite health research
- Replies: 3
- Views: 326
Re: Throwing rate for capsules should be added along with infinite health research
I like this idea, especially in relation to combat robotics. What use is the high follower count if it takes me most of their lifetime to even deploy them?
I'm only wondering whether it wouldn't be better to have it as a separate research from the health.
Maybe, I think the name of the tech ...
- Tue Nov 19, 2024 10:36 am
- Forum: Ideas and Suggestions
- Topic: Throwing rate for capsules should be added along with infinite health research
- Replies: 3
- Views: 326
Throwing rate for capsules should be added along with infinite health research
TL;DR A 10% throwing fire rate buff of all capsules (grenades, combat robotics, poison, fish, gleba products, slowdown) for every level of health research should be applied to the player.
What?
Thematically it makes sense for the vibe of the tech, being stronger would mean the engineer is also ...
What?
Thematically it makes sense for the vibe of the tech, being stronger would mean the engineer is also ...
- Wed Oct 30, 2024 2:07 am
- Forum: Duplicates
- Topic: [2.0.11] Nuclear power achivement doesn't trigger on space platform
- Replies: 4
- Views: 754
[2.0.11] Nuclear power achivement doesn't trigger on space platform
Essentially I built a space platform with nuclear power and despite it's power being in the production graph it was not giving me the achievement.
For testing sake, I put a reactor on Nauvis and got the achievement as soon as I placed it down
Thanks, have a good day.
For testing sake, I put a reactor on Nauvis and got the achievement as soon as I placed it down
Thanks, have a good day.
- Mon Nov 23, 2020 10:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.0] Crash on leaving server while loading save: !Scenario::loadingUpdatingFlag.exchange(true) was not true
- Replies: 1
- Views: 2214
[Twinsen][1.1.0] Crash on leaving server while loading save: !Scenario::loadingUpdatingFlag.exchange(true) was not true
I was trying to join a lobby and after a while of downloading the map and once finished, the game got stuck trying to load into the map. I pressed Escape a couple times to get out of the loading menu and my game crashed.
Feel free to ask further questions if needed, thank you.
Feel free to ask further questions if needed, thank you.
- Sun Aug 23, 2020 10:50 pm
- Forum: Balancing
- Topic: Spidertrons need to be damaged by explosions
- Replies: 22
- Views: 9985
Re: Spidertrons need to be damaged by explosions
Both of which (in vanilla) are PvP specific damage types.
Oh, yes it is. Then I think spidertron pvp balance is incomplete and buggy.
Because arties still try to aim and attack spidertron automatically but cannot damage it.
It's silly. Opponent arties are just wasting shells to nothing.
Arty ...
- Sun Aug 23, 2020 9:32 pm
- Forum: Balancing
- Topic: Spidertrons need to be damaged by explosions
- Replies: 22
- Views: 9985
Re: Spidertrons need to be damaged by explosions
Along with this, spidertrons can't actually proc enemy landmines or be damaged by shotgun shells.
I would argue that there is some value to adding these features beyond just PvP that also enhance the singleplayer/cooperative experiences.
I think developers never thought about using spidertron in ...
I would argue that there is some value to adding these features beyond just PvP that also enhance the singleplayer/cooperative experiences.
I think developers never thought about using spidertron in ...
- Tue Aug 18, 2020 3:10 am
- Forum: Wiki Talk
- Topic: Question regarding the new fish Easter egg
- Replies: 1
- Views: 1780
Question regarding the new fish Easter egg
In the 1.0 update with the addition of obtaining fish through space science, was that meant to be included with the wiki page? Or has that just not been added yet/Isn't meant to be added?
- Thu Aug 06, 2020 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Vaclav] [0.18.43] Personal laser defense tech icon inconsistency
- Replies: 1
- Views: 2515
[Vaclav] [0.18.43] Personal laser defense tech icon inconsistency
Unlike all of the other armor technology equipment, there isn't an icon that indicates it's a armor technology for the personal laser defense.
![Image](https://forums.factorio.com/images/ext/aa5165a88ffed60d77dbc4ba418bedd9.png)
![Image](https://forums.factorio.com/images/ext/aa5165a88ffed60d77dbc4ba418bedd9.png)
- Thu Jul 30, 2020 12:29 am
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 20764
Re: Version 0.18.37
Blueprint rework is stellar ![Smile :)](./images/smilies/icon_e_smile.gif)
On the artillery shooting speed fix, was there worry that artillery lag would be higher than it was?
![Smile :)](./images/smilies/icon_e_smile.gif)
On the artillery shooting speed fix, was there worry that artillery lag would be higher than it was?
- Fri Jul 24, 2020 2:20 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 52182
Re: Friday Facts #357 - Nuke
Absolutely love the blueprint grid addition and the nuke changes!
Quick question: With the new tileset for the nuke, does it absorb a specific amount of pollution?
Quick question: With the new tileset for the nuke, does it absorb a specific amount of pollution?
- Mon Jun 01, 2020 7:51 pm
- Forum: Releases
- Topic: Version 0.18.29
- Replies: 32
- Views: 22515
Re: Version 0.18.29
personally i was ok with the couple of wheels as an "engine unit". What had always bothered me is how you need a combustion engine to make an electric engine, but whatever, i don't mind that much.
What i do mind is how slowdown capsules are smaller than poison capsules......... but apparently ...
- Tue Mar 17, 2020 9:12 pm
- Forum: Implemented Suggestions
- Topic: [18.13]Make the new character GUI color sliders dictate the player's chat color
- Replies: 0
- Views: 972
[18.13]Make the new character GUI color sliders dictate the player's chat color
Currently the player can either change their character color through the /color command, or the character GUI, while that player's chat color can only be changed through the /color command. I am suggesting to allow both methods to change both the character color and the player's chat color.
![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sat Mar 07, 2020 4:46 am
- Forum: Balancing
- Topic: Change the damage type of destroyers
- Replies: 1
- Views: 1915
Change the damage type of destroyers
TL;DR
Dissimilarize destroyer robots more from PLDs.
What ?
Personal Laser defense equipment and Destroyer robots are similar in function, damage type, and point of use in the game, they directly compete over each-other in use. This makes destroyer robots incredibly hard to balance, as PLD are ...
Dissimilarize destroyer robots more from PLDs.
What ?
Personal Laser defense equipment and Destroyer robots are similar in function, damage type, and point of use in the game, they directly compete over each-other in use. This makes destroyer robots incredibly hard to balance, as PLD are ...
- Sun Feb 16, 2020 5:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6]Combat robots don't benefit from fire resistance
- Replies: 1
- Views: 2304
[0.18.6]Combat robots don't benefit from fire resistance
In the flying-robot.lua, all three combat robots have two separate listings for each resistance type, in return only giving acid resistance despite fire resistance also being listed.
- Thu Sep 26, 2019 1:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.58] Crash on Fullscreen
- Replies: 3
- Views: 2070
Re: [0.17.58] Crash on Fullscreen
Thank you for taking the time to report the issue.
Does it crash if the game starts in fullscreen? (open Factorio properties in Steam Libarary and set launch options to --fullscreen=true)
Does it crash if you disable "Use flip presentation model" in graphics settings?
Upsettingly, I have lost ...
- Sat Sep 14, 2019 9:10 am
- Forum: General discussion
- Topic: [0.17.68]Indirect landmine "Nerf"
- Replies: 5
- Views: 3017
[0.17.68]Indirect landmine "Nerf"
Now with the most recent oil change pushing back construction bots to blue science, automated landmine defenses aren't possible until you have chemical science up and running. For anyone still using landmines, do you find this to be negligible, thoughts?
- Sat Sep 14, 2019 8:57 am
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 76846
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I guess this narrows down to personal opinion and suggestion, but I like the idea of landfill and other tile types working similar to how concrete and advanced concrete function together, where landfill would be on a higher layer than the rest of the tiles.
- Thu Sep 05, 2019 1:19 am
- Forum: Not a bug
- Topic: [0.17.68]Right aligned tool-tip text
- Replies: 2
- Views: 1549
[0.17.68]Right aligned tool-tip text
![Image](https://forums.factorio.com/images/ext/3232de0398840378f5a083c205c93267.png)
The Energy consumption value is too large for the tool-tip box, and flows into the next line underneath. This right-aligns the text and is inconsistent to the rest of the tool-tip information. My monitor ratio is 1920x1080. I can supply additional info if needed.