Search found 77 matches
- 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: 2071
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: 191
- Views: 117032
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: 191
- Views: 117032
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: 4737
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: 4737
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: 234648
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: 234648
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: 1549546
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: 1549546
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: 1549546
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: 1549546
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: 1549546
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: 1549546
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: 1549546
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: 1549546
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 ...
- Thu May 23, 2019 11:59 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1549546
Re: [0.17] Sea Block Pack 0.3.5
Definitly a nice mode compared to marathon.
I mentioned why I like this setting (100x science cost, normal recipes) better than marathon (4x science cost, expensive recipes) here . Marathon results in something like 20x the raw materials for research (4x number of packs, 2x mineral sludge for ...
- Mon May 20, 2019 6:24 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1549546
Re: [0.17] Sea Block Pack 0.3.5
Very impressive. May I ask how long it took? And do you use Basic Algae or Advanced Algae?
I just reached geodes in my marathon after 50h. It could be faster, if i built more basic algae and mineral sludge, but thats too boring. And didnt want to build to much, which i have to remove later
It ...
- Fri May 17, 2019 11:11 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1549546
Re: [0.17] Sea Block Pack 0.3.5
I'm trying out the new Bob's Mods updates to see what will need to change. None of my main production lines (r/g/b science, geode washing, charcoal from algae) were broken, and it doesn't look like any of the ratios changed either.
Bob's Power and Intermediates added higher-tier heat pipes that ...
Bob's Power and Intermediates added higher-tier heat pipes that ...
- Fri May 17, 2019 5:01 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1549546
Re: [0.17] Sea Block Pack 0.3.5
Just hit a major milestone in my 100x science cost run:
https://i.imgur.com/ZYYFATw.png
I've been running off of about 280 MW of algae power to make 28 r/g/b science per minute. Now I've almost finished laying out a 1.8 GW nuclear plant, with plenty of room to extend it. Next up is to research ...
https://i.imgur.com/ZYYFATw.png
I've been running off of about 280 MW of algae power to make 28 r/g/b science per minute. Now I've almost finished laying out a 1.8 GW nuclear plant, with plenty of room to extend it. Next up is to research ...
- Sat May 11, 2019 8:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 90411
Re: [MOD 0.16.x, 0.17.x] SCTM
You can use a console command: .
Code: Select all
/c game.difficulty_settings.technology_price_multiplier = 4