Search found 82 matches
- Mon Sep 07, 2026 12:41 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.17] Huge asteroids do much less damage to the right side of a ship
- Replies: 1
- Views: 712
[2.1.17] Huge asteroids do much less damage to the right side of a ship
This ship started out completely symmetrical. The only asteroids that can hit it are huge asteroids that come in at an angle and go around the railguns. The ones that hit the right side shatter instantly after destroying only a few tiles of platform, while the ones that hit the left side cut through ...
- Sun Sep 06, 2026 10:25 pm
- Forum: Ideas and Suggestions
- Topic: Slightly reduce the overkill fraction on asteroids
- Replies: 1
- Views: 308
Re: Slightly reduce the overkill fraction on asteroids
I suppose this could be an intentional balancing decision. With the current settings, the first few levels of stronger explosives all reduce the number of yellow rockets used on each big asteroid: 12 before getting any rocket damage upgrades, then 9, 7, 6, 5, 4, and 3 at levels 3-8. If the overkill ...
- Sun Sep 06, 2026 7:48 pm
- Forum: Not a bug
- Topic: [2.1.17] Rockets overkill asteroids
- Replies: 3
- Views: 385
- Sun Sep 06, 2026 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Slightly reduce the overkill fraction on asteroids
- Replies: 1
- Views: 308
Slightly reduce the overkill fraction on asteroids
TL;DR
Reduce the overkill fraction on asteroids so that ships don't use excess rockets.
What?
The overkill fraction (https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#overkill_fraction) is intended to account for rounding errors and entity healing to ensure that ...
Reduce the overkill fraction on asteroids so that ships don't use excess rockets.
What?
The overkill fraction (https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#overkill_fraction) is intended to account for rounding errors and entity healing to ensure that ...
- Sun Sep 06, 2026 6:02 pm
- Forum: Not a bug
- Topic: [2.1.17] Rockets overkill asteroids
- Replies: 3
- Views: 385
[2.1.17] Rockets overkill asteroids
Big asteroids have 2000 health and take 504 damage from one rocket with explosive damage 6, but the turrets dispatch 5 rockets to each asteroid when 4 is enough to kill. The overkill fraction (https://lua-api.factorio.com/latest/prototypes/EntityWithHealthPrototype.html#overkill_fraction) should be ...
- Fri Jun 26, 2026 3:29 am
- Forum: General discussion
- Topic: 2.1: Kovarex hinted an achievement for getting all achievements in the same run
- Replies: 9
- Views: 3918
Re: 2.1: Kovarex hinted an achievement for getting all achievements in the same run
I hope it happens, especially the part about making a 100% run even more convoluted. It could be limited to the in-game achievement tracker or a special game mode if people are worried about their Steam achievement percentage.
- Wed Jun 24, 2026 11:59 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 232305
Re: Version 2.1.7
It is a bit odd that machines without pass-through can take input fluid if there's only a trickle but machines with pass-through need to wait for the fluid level to rise before they can function. Fuel/oxidizer isn't affected because it only has one type of consumer, but holmium solution going to ...
- Tue Jun 23, 2026 10:08 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 232305
Re: Version 2.1.7
A few months ago, Kovarex mentioned the possibility of new achievements and a 100% achievement. Is that still coming? I intended to do a 100% single-map run in 2.1 and was looking forward to new complications.
https://forums.factorio.com/viewtopic.php?p=669490#p669490
I was also looking ...
- Sat Jan 23, 2021 7:30 pm
- Forum: Ideas and Suggestions
- Topic: Client and host based mods
- Replies: 7
- Views: 5006
Re: Client and host based mods
The really useful and relatively simple part of this suggestion is to define some subset of mods that can be installed for some players but not others without causing desyncs (image/audio file replacements, scripts that generate user input) and then allow users to play together even when their mod ...
- Sat Jan 23, 2021 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Client and host based mods
- Replies: 7
- Views: 5006
Re: Client and host based mods
Someone on reddit just requested a feature like this, so that they could change the graphics in their client to be easier for them to understand with their impaired eyesight. Has there been any more discussion on this topic?
https://www.reddit.com/r/factorio/comments/l3cqa8/messing_with_factorios ...
https://www.reddit.com/r/factorio/comments/l3cqa8/messing_with_factorios ...
- Fri Dec 18, 2020 3:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 160
- Views: 243794
Re: [MOD 1.1] Sea Block Pack 0.5.0
Early construction bots would be great. I think a mod like TinyStart would be a great addition to the pack.
- Thu Dec 17, 2020 12:58 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 160
- Views: 243794
Re: [MOD 1.1] Sea Block Pack 0.5.0
Even if they're slow, having logistics bots means you can make a mall or other low-demand production facility extremely easily.
- Wed Dec 09, 2020 4:23 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1629483
Re: [1.0] Sea Block Pack 0.4.10
https://mods.factorio.com/mod/SeaBlock/ ... 398100ace4
"Most of the work updating the mod has already been done. Just waiting for SpaceX to be updated before we put out a new version."
- Sun Sep 13, 2020 8:18 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1629483
Re: [1.0] Sea Block Pack 0.4.10
Is the pack still going to include Angel's Industries?
- Tue Aug 18, 2020 2:14 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1629483
Re: [1.0] Sea Block Pack 0.4.10
I have a few mods to suggest adding to the pack:
The Blueprint Designer Lab - in the early game before you have a lot of space, it really helps to be able to plan out how much room you need. On marathon, it helps to be able to test out designs before you've gotten together enough resources to ...
The Blueprint Designer Lab - in the early game before you have a lot of space, it really helps to be able to plan out how much room you need. On marathon, it helps to be able to test out designs before you've gotten together enough resources to ...
- Thu Aug 06, 2020 11:40 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1629483
Re: [0.18] Sea Block Pack 0.4.8
FYI update 0.18.43 breaks this pack. Either revert to 0.18.42 or apply the fix from this reddit comment.
- Fri Jul 10, 2020 2:58 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1629483
Re: [0.18] Sea Block Pack 0.4.8
I count 157 technologies that are direct descendants of red science packs, while there are only 14 that can be researched without green science. Of those 14, there are 3 that are descendants even though they are useless without materials that are found later in progression (Metallurgy, Farming ...
- Sat Feb 15, 2020 3:17 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1629483
Re: [0.18] Sea Block Pack 0.4.1
I just updated my seablock-related mods to 0.18:
https://mods.factorio.com/mod/inland_pumps
https://mods.factorio.com/mod/seablock-mining
https://mods.factorio.com/mod/inland_pumps
https://mods.factorio.com/mod/seablock-mining
- Mon Jul 01, 2019 9:07 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1629483
Re: [0.17] Sea Block Pack 0.3.5
I'm just playing my first SeaBlock game now and I'm wondering is steel really that far down in the tech tree? I researched steel processing because it says in the description that it will give you steel but it's not there although it gives you compoments that require steel. I can only find it in ...
- Fri Jun 07, 2019 8:28 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1629483
Re: [0.17] Sea Block Pack 0.3.5
With Steam no longer allowing 0.17.36 as an opt-in, what sort of problems am I looking at trying to run this on a more recent version?
Usually Factorio version updates don't cause any problems. I've been using the latest versions with no issues. Mod versions, on the other hand, are pretty often ...