+1 for this.
In the Spirit of Automatization Artillery feels like the intended Solution for Area-Defense and Expansion ? In Practice i do these Things in manual Labor +- Spidertron +- Nukes because it's cheaper - cheaper INCLUDING the Time i spend on it .
Would it be a Thought to make Artillery ...
Search found 114 matches
- Tue May 05, 2026 10:41 pm
- Forum: Balancing
- Topic: improve artillery damage
- Replies: 19
- Views: 8422
- Tue May 05, 2026 9:00 pm
- Forum: Balancing
- Topic: Marathon Mode : Increase Tech Multiplier
- Replies: 3
- Views: 332
Marathon Mode : Increase Tech Multiplier
As per Title i would like to suggest increasing the Tech Multiplier for Marathon Mode
From x4 to x10
This is simply Compensation for the Removal of expensive Recipes bringing overall Marathon Prices ( and therefore Time spent on everything ) back to the previous Scale. Currently it's more of a ...
From x4 to x10
This is simply Compensation for the Removal of expensive Recipes bringing overall Marathon Prices ( and therefore Time spent on everything ) back to the previous Scale. Currently it's more of a ...
- Tue May 05, 2026 8:40 pm
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 12
- Views: 4034
Re: Early game quality balance
I've had quite good early-game Impressions of Quality-Modules.
I stick a few of them in my Furnace-Line and and a few other Choice-Locations and over Time a small Stockpile builds up.
I then use that Stockpile for those Choice-Places where i like to have that extra Bit of - well - Quality.
It's not ...
I stick a few of them in my Furnace-Line and and a few other Choice-Locations and over Time a small Stockpile builds up.
I then use that Stockpile for those Choice-Places where i like to have that extra Bit of - well - Quality.
It's not ...
- Fri Oct 10, 2025 8:58 am
- Forum: General discussion
- Topic: How is the Factorio Forum / Wiki made ?
- Replies: 2
- Views: 675
Re: How is the Factorio Forum / Wiki made ?
Thanks.
:thumbup:
- Fri Oct 10, 2025 8:40 am
- Forum: General discussion
- Topic: How is the Factorio Forum / Wiki made ?
- Replies: 2
- Views: 675
How is the Factorio Forum / Wiki made ?
As per the Title, i'd like to know how the Factorio Forum and Wiki are made? I'd like to get myself into how to set up something of my own and i very much like how it is done here.
For Reference on my Skills/Motivation : I'm not afraid to learn/write everything from Scratch ( assuming i find the ...
For Reference on my Skills/Motivation : I'm not afraid to learn/write everything from Scratch ( assuming i find the ...
- Wed Jan 10, 2024 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Quality upgrade via single machine
- Replies: 2
- Views: 3809
Quality upgrade via single machine
As per title i'd like to propose reducing the quality upgrade mechanic to a single machine.
Something like an "upgrader" which takes 10 equal items of equal quality and puts out 1 of that item of the next quality.
Quality limitation is enforced by only permitting inputs up to a certain quality ...
Something like an "upgrader" which takes 10 equal items of equal quality and puts out 1 of that item of the next quality.
Quality limitation is enforced by only permitting inputs up to a certain quality ...
- Fri Jun 24, 2022 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Auto-sort chests when player opens inventory
- Replies: 10
- Views: 15091
Re: Auto-sort chests when player opens inventory
So seen it makes sense to add this button to every inventory. Even players inventory when he turned off auto-sorting.
This gave me a weird idea: Auto-sort for player-inventory is an exception to auto-sorting changing the game-mechanics because players don't interact with inserters and stuff ...
- Wed Jun 22, 2022 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Auto-sort chests when player opens inventory
- Replies: 10
- Views: 15091
Re: Auto-sort chests when player opens inventory
Probably a good idea to change the title. I really meant it to improve the players ability to deal with inventories other than the personal one and not as a global potentially-exploitable change of the game mechanics. I can easily see how sorting every chest-inventory on every content-change could ...
- Mon Jun 20, 2022 7:19 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 54872
Re: Please make trains able to run over evolved aliens
Ok, here's my data so far, more tests depend on my mood.
velocity change of 1 locomotive hitting (killing) a medium biter (75hp)
column 1: velocity before impact , column 2: velocity after impact
L1m.txt
velocity change of 2 locomotives hitting (killing) a medium biter (75hp)
column 1: velocity ...
velocity change of 1 locomotive hitting (killing) a medium biter (75hp)
column 1: velocity before impact , column 2: velocity after impact
L1m.txt
velocity change of 2 locomotives hitting (killing) a medium biter (75hp)
column 1: velocity ...
- Sun Jun 19, 2022 7:48 pm
- Forum: Balancing
- Topic: Please make trains able to run over evolved aliens
- Replies: 85
- Views: 54872
Re: Please make trains able to run over evolved aliens
I assume train push-back is not implemented because it is not trivial to implement properly and the effort isn't worth it.
Is there a documentation of the impact mechanism somewhere? I would have sworn to have seen it once but searching through the wiki i couldn't find it. As long as the exact ...
Is there a documentation of the impact mechanism somewhere? I would have sworn to have seen it once but searching through the wiki i couldn't find it. As long as the exact ...
- Sun Jun 19, 2022 10:22 am
- Forum: Ideas and Suggestions
- Topic: Auto-sort chests when player opens inventory
- Replies: 10
- Views: 15091
Auto-sort chests when player opens inventory
Simple and stupid:
Would it be possible to enable auto-sorting for chests? Since it is mostly for the player one could do the sorting only if a player has the chest open if it would otherwise have computation-limiting issues.
I did a quick search and found no related posts nor did i find anything ...
Would it be possible to enable auto-sorting for chests? Since it is mostly for the player one could do the sorting only if a player has the chest open if it would otherwise have computation-limiting issues.
I did a quick search and found no related posts nor did i find anything ...
- Fri Sep 24, 2021 6:24 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 59483
Re: What are the most impractical items in Factorio?
I would like to revise my previous statement of barreled fluids being useless. I remembered an edge-case where they are invaluable: When you play in high difficulty settings, setting up large pollution-producing outposts is hard, especially for far-away patches. Like oil. Also, in the beginning one ...
- Fri Sep 24, 2021 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 32525
Re: Can we please make constructions bots avoid fire?
Does someone happen to know how to control repair behavior? E.g. how to enable/disable repairability for a unit? Because i´d like to try my above suggestion in a mod.
Should be quite simple with https://wiki.factorio.com/Types/EntityPrototypeFlags#.22not-repairable.22
Exactly what i was ...
- Thu Sep 23, 2021 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 32525
Re: Can we please make constructions bots avoid fire?
Does someone happen to know how to control repair behavior? E.g. how to enable/disable repairability for a unit? Because i´d like to try my above suggestion in a mod.
- Wed Sep 22, 2021 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 32525
Re: Can we please make constructions bots avoid fire?
-Change bot stats to : 60hp, 90% Acid resistance, 95% Fire resistance
-Make bots unrepairable (idea copied from some other post in this threat)
The stats are copied from destroyer bots. The increased fire resistance should make it much more likely that bots can survive repairs during fire. Acid ...
-Make bots unrepairable (idea copied from some other post in this threat)
The stats are copied from destroyer bots. The increased fire resistance should make it much more likely that bots can survive repairs during fire. Acid ...
- Thu Jul 22, 2021 5:43 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 59483
Re: What are the most impractical items in Factorio?
Items i consider useless:
-lamps (except for visual signaling, which i don´t do)
-piercing level ammo (gun/shotgun)
-tanks (and related ammo)
-distractor robots
Items i don´t use due to playstyle/preferences:
-cluster grenades
-slowdown/poison capsules (rarely i use poison for worm sniping ...
-lamps (except for visual signaling, which i don´t do)
-piercing level ammo (gun/shotgun)
-tanks (and related ammo)
-distractor robots
Items i don´t use due to playstyle/preferences:
-cluster grenades
-slowdown/poison capsules (rarely i use poison for worm sniping ...
- Sat Feb 20, 2021 7:02 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 14701
Re: [1.1.5] slow stickers - player and spidertron
If you run in a very small circle, your average velocity is 0, so the spit will be aimed at where you are (and hit). If you run in a larger circle, the aim will be off the mark, but still closer than without averaging your velocity (probably?, i didn't go through all scenarios). At least it should ...
- Sat Feb 20, 2021 4:06 pm
- Forum: Balancing
- Topic: [1.1.5] slow stickers - player and spidertron
- Replies: 20
- Views: 14701
Re: [1.1.5] slow stickers - player and spidertron
I agree that acid pools are kind of OP, especially their stacking slow and since vehicles don't have the characters dodging ability i would very much welcome some sort of change. As far as i'm concerned the change could be to have spitters/worms use the character speed averaged over the last half ...
- Fri Feb 19, 2021 12:23 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 34496
Re: Efficiency Module Scaling
One of the challenges with finding a place for efficiency modules is that their only effects are to reduce energy consumption and pollution production. Both issues can alternatively be dealt with by building more power plants and more defenses. The only situation in which I see efficiency modules ...
- Sat Jan 09, 2021 3:02 pm
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 44
- Views: 33037
Re: Game optimization and playability
At first and second readings, you appear to be saying that Factorio won't ever be optimised enough until a saved game can be expanded until either the player's death of old age, or the universe winds down enough to make life as we know it impossible, whichever comes first.
I wouldn´t strictly ...