Search found 14 matches

by Clair
Sun Dec 08, 2024 7:41 pm
Forum: Gameplay Help
Topic: Can I reset achievements without affecting Steam achievements?
Replies: 2
Views: 353

Can I reset achievements without affecting Steam achievements?

I want to try a "100% Achievements Speedrun," but I'm sentimental to my achievements on Steam (the first ones I got for Factorio date all the way back to 2019, it's kinda nostalgic.)

If I delete achievements in the settings menu, will it also delete Steam's achievements, or just the ones local to ...
by Clair
Fri Dec 06, 2024 11:06 am
Forum: Won't fix.
Topic: [2.0.24] Mines can create holes in space platform
Replies: 13
Views: 3283

Re: [2.0.24] Mines can create holes in space platform

Watching this thread like a hawk hoping it lands in "Not a Bug," it's genuinely a cool feature for people intending it, and allows for some rebellious creativity.

Maybe the only true bug is that the hole cannot be closed once opened, and might necessitate a new tile-building rule, "if a tile of ...
by Clair
Fri Nov 29, 2024 3:21 pm
Forum: General discussion
Topic: Dissapointed Space Age doesn't do Space correctly
Replies: 35
Views: 7010

Re: Dissapointed Space Age doesn't do Space correctly

They can't do space travel like in KSP, with orbital mechanics, because it requires giving the player the ability to time-warp, to the tune of 500x to 10000x. Even KSP makes some concessions to work, reducing the scale by a factor of 8 and simplifying how gravity works.
by Clair
Fri Nov 29, 2024 2:57 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 373
Views: 72431

Re: Gleba has killed the game for me.

I think the one change that'd make Gleba more fun, is removing time-based and pollen-based evolution, and instead basing it on how much Agriculture Science you used.

Time-based evolution starts when the player arrives, which feels awful. It encourages players to arrive to Gleba last, and to over ...
by Clair
Fri Nov 29, 2024 2:40 pm
Forum: General discussion
Topic: Well, Fulgora sucks [Spoilers]
Replies: 93
Views: 18140

Re: Well, Fulgora sucks [Spoilers]

If Fulgora had to change at all, (I think it's perfect)...

I'd have logistics robots turn into a threat if they wonder outside of the lightning rod coverage and get struck by lightning. They'd crash into the nearest building once, and deal damage similar to a tesla round, chaining to nearby ...
by Clair
Thu Nov 28, 2024 7:21 am
Forum: Ideas and Suggestions
Topic: Choose What's Included in "Alt" vs. Always On
Replies: 12
Views: 2992

Re: Choose What's Included in "Alt" vs. Always On

Surprised "quality" isn't in that toggle list, cause lemme tell you... it gets bad.

The funniest thing is that a chest's quality actually draws over the bottom-left item in the chest if there's 4 items.

Taken from reddit:
chrome_2024-11-28_01-19-19.png
chrome_2024-11-28_01-19-19.png (507.64 KiB) Viewed 648 times
by Clair
Tue Nov 26, 2024 4:06 pm
Forum: Gameplay Help
Topic: Way to see picture-in-picture of an area?
Replies: 1
Views: 227

Way to see picture-in-picture of an area?

factorio_2024-11-26_09-57-11.png
factorio_2024-11-26_09-57-11.png (1.83 MiB) Viewed 227 times
The chat log dropped this super cool picture-in-picture on me. This is such a cool thing, is there a way to see areas like this with a quick hover and no sub-menus, like the link in this chat message did?
by Clair
Tue Nov 26, 2024 4:18 am
Forum: Ideas and Suggestions
Topic: Import planet decided for entire logistics group?
Replies: 0
Views: 226

Import planet decided for entire logistics group?

TL;DR + What?
Could the import planet be set for an entire logistic group, instead of per-item? It'd make it easier to think about, set, and see in the GUI.

Why?
Currently, the "import planet" option resets to a default for that specific item, when you change the item or quality. This is hard ...
by Clair
Sun Nov 24, 2024 5:49 am
Forum: Ideas and Suggestions
Topic: Planet's gravity increasing rocket components needed
Replies: 3
Views: 470

Planet's gravity increasing rocket components needed

Increasing the number of rocket parts needed based on the planet's gravity, would be an easy to slot-in way to balance producing material on certain planets, like Vulcanus or Gleba.

I *know* internally this had to have been considered. The gravity of the planets matches how easily certain ...
by Clair
Thu Nov 21, 2024 5:32 am
Forum: Duplicates
Topic: [2.0.20] Mech's vertical hover causes selections at range to "flicker"
Replies: 1
Views: 233

[2.0.20] Mech's vertical hover causes selections at range to "flicker"

The vertical hovering of the mech suit, when standing still, still moves the selection range of your character. This makes selections and menus for selections at the edge of this reach behave clumsily.

In the gif, I'm clicking on the chest, but the menu is being closed as my character drifts up ...
by Clair
Thu Nov 21, 2024 2:53 am
Forum: Ideas and Suggestions
Topic: Add a toggle to disable the jetpack
Replies: 4
Views: 899

Re: Add a toggle to disable the jetpack

+1 I was looking for if there was a toggle for this.

The hovering and landing animations have just enough jitter to them, and it engages based on position with no resistance, that I end up missing some of my clicks when moving horizontally. Bumping into the sides of objects is too useful for ...
by Clair
Wed Nov 20, 2024 3:09 am
Forum: Ideas and Suggestions
Topic: Science usage instead of time for enemy evolution
Replies: 0
Views: 290

Science usage instead of time for enemy evolution

TL;DR
Time evolution creates an incentive to actually stall their first Gleba, then invest completely once landed; basing evolution on research progress might avoid this behavior.

What?
Basing enemy evolution on how many science research beakers are consumed, specifically Red Green or Blue ...
by Clair
Tue Nov 19, 2024 1:03 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 31582

Re: Ability to craft lower quality with higher quality

TBH, I think Factorio fell into a trap with regards to quality: It's an "item stack" game, where unique items occupy a slot and stack to a certain limit... that just added vastly more unique items. Many more. Those included with the mod, then multiplied it by x5 , then gave each one it's own recipe ...
by Clair
Sat Nov 16, 2024 12:54 am
Forum: Ideas and Suggestions
Topic: Display Panel, return = confirm, ^return = newline?
Replies: 0
Views: 179

Display Panel, return = confirm, ^return = newline?

What?
In the Display Panel GUI's text field, could `return = confirm and close dialog` and `shift+return = new line`?

Why?
Text entry requires you take your hand off your mouse for typing; re-finding the mouse has a necessary delay to it, where most players will also re-man their WASD controls ...

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