Search found 78 matches
- Wed Oct 09, 2024 8:00 am
- Forum: General discussion
- Topic: No Marathon mode in 2.0 confirmed?
- Replies: 45
- Views: 5114
Re: No Marathon mode in 2.0 confirmed?
@braxbro to be honest I fully disagree. also noone stops you doing all these things you said ;) was not it half day work already? There’s no mod announced as official. I would not be surprised if a developer or some widely known mod developer released a pseudo-official expensive mode mod. it is simp...
- Tue Oct 08, 2024 8:10 pm
- Forum: General discussion
- Topic: No Marathon mode in 2.0 confirmed?
- Replies: 45
- Views: 5114
Re: No Marathon mode in 2.0 confirmed?
... I’m sorry, but this just comes off as whiny. The original proposal to remove Expensive Mode in 1.2 (now 2.0) had many good reasons for it. For one, it simplifies recipe and technology prototypes by removing the Recipe/TechnologyData structure and the normal/expensive properties. It likely strea...
- Tue Oct 08, 2024 7:30 pm
- Forum: General discussion
- Topic: No Marathon mode in 2.0 confirmed?
- Replies: 45
- Views: 5114
Re: No Marathon mode in 2.0 confirmed?
... This something isn't taken away arbitrarily or to grief you. There is a reason for game changes. Changes are being developed to improve the game. It looks as if you perceive all changes as offensive meant to destroy your fun. But they're not designed to destroy your fun. Trust the developers, t...
- Tue Oct 08, 2024 2:06 pm
- Forum: General discussion
- Topic: No Marathon mode in 2.0 confirmed?
- Replies: 45
- Views: 5114
Re: No Marathon mode in 2.0 confirmed?
... we (people who like marathon mode) will continue playing it on 1.1 of course (I definitely will do, ... Just download whichever version you feel is good and play it, nobody is taking that, thats what I am on about. I don't get it why future versions of a game have to be fully backwards-compatib...
- Tue Oct 08, 2024 1:45 pm
- Forum: General discussion
- Topic: No Marathon mode in 2.0 confirmed?
- Replies: 45
- Views: 5114
Re: No Marathon mode in 2.0 confirmed?
sorry for ranting and a little drifting away.... I've read this word salad twice, and I still have no idea what you're talking about. summary is, if someone wants to play marathon with 2.0 or in expansion then that someone has to mod the game or find someone who is capable of modding the game, that...
- Tue Oct 08, 2024 1:22 pm
- Forum: General discussion
- Topic: No Marathon mode in 2.0 confirmed?
- Replies: 45
- Views: 5114
Re: No Marathon mode in 2.0 confirmed?
instead of playing the game I pay full price, All major releases are available forever without any drm. You paid for a game in some condition, you can keep it in the same condition. Nobody is forcing you to play the new versions of the game. I have not mentioned anything about DRM, dude. not sure w...
- Tue Oct 08, 2024 10:05 am
- Forum: General discussion
- Topic: No Marathon mode in 2.0 confirmed?
- Replies: 45
- Views: 5114
Re: No Marathon mode in 2.0 confirmed?
sorry for ranting and a little drifting away. first of all, I also am disappointed in removal of expensive mode, but because of another reason which I will explain below. I always play with expensive mode enabled. I cannot stand vanilla recipes, they are way too boring and simple in my opinion. at l...
- Sun Aug 11, 2024 5:16 pm
- Forum: Modding help
- Topic: base_productivity applies regardless of the productivity limitation for recipes
- Replies: 6
- Views: 570
Re: base_productivity applies regardless of the productivity limitation for recipes
If you carefully take a look at `productivity_module_limitation` you will notice that it is used by modules, not by recipes. When there are no modules inserted into the machine then that machine does not know (does not care) about which modules are incompatible with it, it knows there is base produ...
- Sun Aug 11, 2024 3:15 pm
- Forum: Modding help
- Topic: base_productivity applies regardless of the productivity limitation for recipes
- Replies: 6
- Views: 570
Re: base_productivity is not always applied
From the machine point of view there is no distinction between productivity from modules, productivity from machine or (for 2.0) productivity from technology's recipe productivity research. It is all counted as "productivity" and affects speed of bonus progress bar being incremented while...
- Sun Aug 11, 2024 1:44 pm
- Forum: Modding help
- Topic: base_productivity applies regardless of the productivity limitation for recipes
- Replies: 6
- Views: 570
Re: base_productivity is not always applied
aha, another property. thanks a lot @Stringweasel. one mystery is resolved while the actual issue remains. This is due to the recipe. The unbarreling recipes have catalyst_amount set, meaning no productivity will be applied. the documentation and behavior is a little inconsistent. doc says "Amo...
- Sat Aug 10, 2024 12:57 pm
- Forum: Modding help
- Topic: base_productivity applies regardless of the productivity limitation for recipes
- Replies: 6
- Views: 570
base_productivity applies regardless of the productivity limitation for recipes
EDIT: boskid and Stringweasel explained so my question is different now. see my last post below. hello devs, I would like to raise this issue to your attention even though I would accept it marked as "not a bug". it just nags me and maybe there is a better way for communicating this thing....
- Thu Jun 27, 2024 10:33 am
- Forum: Energy Production
- Topic: Nuclear Power Plant from the future
- Replies: 105
- Views: 9411
Re: Nuclear Power Plant from the future (FFF416/RANT)
I am sorry if it is said already, post is too long, but I wanted to tell one thing I captured from FFF416 and pictures here. if fluid 2.0 comes, I would never bother building a nuclear reactor setup like this anymore (FYI, I have many compact 2xN reactors designs working, generally 2x8 and 2x10 scal...
- Wed Jun 12, 2024 5:28 pm
- Forum: Ideas and Requests For Mods
- Topic: Opposite of Squeak Through
- Replies: 16
- Views: 1615
Re: Opposite of Squeak Through
EDIT: never mind, owner of the mod is Pi-C and he answered already :D for some reason I thought it was someone else you might want to check out https://mods.factorio.com/mod/minime it states in description that "The player's collision box will also be reduced, so you can easily get through obst...
- Wed Jun 12, 2024 10:46 am
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 151
- Views: 44812
Re: Expansion hype thread - Any updates on when/if there will be an expansion?
I was going to write this in latest FFF-414 but maybe that is not the correct place -- it is so sad to see many unfunny features are taken into game under name of challenges. when you think about realistic problems from real life as challenges, one must also consider the solutions for them too. if y...
- Fri May 31, 2024 4:57 pm
- Forum: Mods
- Topic: FPFTheme- Frostpunk theme for Factorio
- Replies: 0
- Views: 461
FPFTheme- Frostpunk theme for Factorio
this is a draft mod for now, but main coding is done so far. I did not touch it for a long time beware, it might cause some crashes hopefully this makes sense and inspires others as well. I hope it will not cause so many issues. it works on my machine though :) https://mods.factorio.com/mod/FPFTheme...
- Fri Sep 29, 2023 11:52 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105836
Re: Friday Facts #378 - Trains on another level
just awesome, and a feature we have been waiting for a long time. another interesting thing is the "+" shape entity base box instead of regular square size (3x3 for assemblers) we get for our entities I have some questions, or concerns - I missed if it was mentioned. how long can two ramps...
- Sat Sep 09, 2023 11:04 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196507
Re: Friday Facts #375 - Quality
sorry if someone already mentioned same things, there are just too many comments above. sorry for long text it seems devs focused on "progression" than "outcome". in fact the change about tech in SE-- is also about progression changes. outcome of game is same but not progression,...
- Fri Sep 01, 2023 12:10 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 217
- Views: 58064
Re: Friday Facts #374 - Smarter robots
the bot improvements really look nice, that is nice work there. I have a question/request to devs though. do not get me wrong, I like the ideas but also I am thinking about my future play because some new features/improvements might require restarting maps (I guess) I have been investing for hundred...
- Wed Nov 16, 2022 1:59 pm
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 21395
Re: Remove Expensive Mode
We had a discussion prompted by this topic, and we agreed with a lot of the points, Even internally the expensive mode causes a lot of hassle and code maintainence Since we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), I...
- Wed Nov 16, 2022 1:00 pm
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 21395
Re: Remove Expensive Mode
We had a discussion prompted by this topic, and we agreed with a lot of the points, Even internally the expensive mode causes a lot of hassle and code maintainence Since we have already 'broken the seal' of internal/base game mods with the expansion (the expansion content will be a separate mod), I...