Search found 364 matches

by GregoriusT
Mon Sep 08, 2025 2:26 pm
Forum: Ideas and Suggestions
Topic: Multiple qualities of ammo in a single turret, "Out of ammo" notification options
Replies: 5
Views: 994

Re: Multiple qualities of ammo in a single turret, "Out of ammo" notification options

About 2.: His frikkin ship has stack inserters for each level of frikkin quality... (adjustable inserters mod makes it way easier...)

And by Optimal I mean "you cant really put any useful modules like productivity in the ammo assembler, so lets just put in quality so it uses less iron!", which ...
by GregoriusT
Mon Sep 08, 2025 10:32 am
Forum: Ideas and Suggestions
Topic: Multiple qualities of ammo in a single turret, "Out of ammo" notification options
Replies: 5
Views: 994

Re: Multiple qualities of ammo in a single turret, "Out of ammo" notification options

I know it has been a while, but these Ammo Alerts turn into a "boy who cried wolf" situation in multiplayer

When one of your friends decides to use mixed quality ammo IN ADDITION to mixing yellow, red AND green ammo for some brainforsaken reason. There is FIFTEEN TYPES OF GUN AMMO ON THEIR BELTS ...
by GregoriusT
Fri May 30, 2025 10:46 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [1.1.109] Cannot return item back pop-up, can return item back.
Replies: 2
Views: 2467

Re: [Twinsen] [1.1.109] Cannot return item back pop-up, can return item back.

Frikkin FINALLY, i always forgot to report that one over the years... Sorry about that.
by GregoriusT
Tue Apr 29, 2025 11:23 am
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 22285

Re: Version 2.0.46

Oh wow, this Recipe is so much better than the old one!
by GregoriusT
Tue Apr 29, 2025 11:14 am
Forum: Releases
Topic: Version 2.0.46
Replies: 45
Views: 22285

Re: Version 2.0.46

FactorioBot wrote: Tue Apr 29, 2025 9:44 am Balancing
  • Changed piercing ammo recipe to be cheaper.
wait, what is the new Recipe now? (for people who cant open the game right now)
by GregoriusT
Wed Mar 26, 2025 1:47 pm
Forum: Releases
Topic: Version 2.0.43
Replies: 10
Views: 14849

Re: Version 2.0.43

Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
why do i have a feeling that some of those changes were because a modder decided to put everything on Nauvis XD
by GregoriusT
Thu Jan 16, 2025 4:48 pm
Forum: Releases
Topic: Version 2.0.31
Replies: 2
Views: 9506

Re: Version 2.0.31

Has the Issue of "Landmines cause Space Platforms to have Donut Holes" Issue been addressed yet at all? I do not think I have seen anything mentioning that Issue in the changelogs of the past months.

Please note that I am not talking about the nerf part of that change back then, i am talking about ...
by GregoriusT
Mon Dec 30, 2024 4:56 pm
Forum: Gameplay Help
Topic: Which Recipes are NOT affected by the Productivity Cap of +300%?
Replies: 10
Views: 2709

Re: Which Recipes are NOT affected by the Productivity Cap of +300%?



Ah thanks for that one, it contradicts what people on Reddit said about Scrap Productivity being supposedly uncapped, but there the cap is, easily visible once reached. >.>


V2.0.24 fixed 122619 With 100 scrap prod, recycler shows "Productivity = +1000%" rather than limit in some cases ...
by GregoriusT
Mon Dec 16, 2024 5:53 pm
Forum: Ideas and Suggestions
Topic: Deconstruction Planner limited to 30 slots, WHY???
Replies: 8
Views: 1295

Re: Deconstruction Planner limited to 30 slots, WHY???


The number of slots is easilly changed with one line of lua code:

data.raw["deconstruction-item"]["deconstruction-planner"].entity_filter_count = 100


Which is what my mod https://mods.factorio.com/mod/unmerge-deconstruction-planner does (along with improvements to what get's merged).

Is it ...
by GregoriusT
Mon Dec 16, 2024 5:51 pm
Forum: Releases
Topic: Version 2.0.26
Replies: 7
Views: 11418

Re: Version 2.0.26



[*]Fixed incorrect space platform bounds and weight when space platform foundations were covered by other tiles.

Oh, what a Tease! I thought for a minute that it may have been possible to place Hazard Concrete on a Space Platform…. But this only works in the Scenario Editor.


I want Hazard ...
by GregoriusT
Thu Dec 12, 2024 6:17 pm
Forum: Releases
Topic: Version 2.0.25
Replies: 20
Views: 16501

Re: Version 2.0.25

So not even a fix for the new Space Platform Donut exploit that the previous Version introduced?

I dont mind the Landmine nerf that much, but please at least fix the unintended exploit you introduced.
by GregoriusT
Wed Dec 11, 2024 6:19 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
Replies: 36
Views: 17990

Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time


If there isn't radar coverage and there aren't any player-created structures in the territory there isn't any way for the player to know what the demolisher is doing, so for all intents and purposes it doesn't matter whether it's asleep or patrolling.

Note: Radars can have a LOT of range even ...
by GregoriusT
Wed Dec 11, 2024 7:46 am
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 66970

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

Legendary Big Power Poles can help with that one, and a bunch of Tesla Turrets can kill a Big Demolisher quite easily.
by GregoriusT
Sun Dec 08, 2024 9:47 pm
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 34127

Re: Version 2.0.24


Would people be complaining so much about the Landmine change if..... they had required Gravity to begin with ? Or if Landmines were completely removed from Space now, since they're "land mines"? :twisted:

I think it is a good change to avoid a cheesy mechanism but still make it "Possible", with ...
by GregoriusT
Fri Dec 06, 2024 5:03 pm
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 34127

Re: Version 2.0.24



The problem with Biters hatching is usually that it is near impossible to clear Biter Eggs off of the Belts/Cryoplant/Hub after the collected Promethium ran out, so at least a dozen or so Biters will hatch no matter what, hundreds if you have Nauvis resupplying Biter Eggs once the station goes ...
by GregoriusT
Fri Dec 06, 2024 2:58 am
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 34127

Re: Version 2.0.24


Land mines on space platforms now damage the space platform tiles in a radius

this is rather big change and will break lots of people ships & games leaving really bad taste when they realise new patch broke their builds half way between planets etc

I think it's too late for this change in 2.0 ...
by GregoriusT
Fri Dec 06, 2024 2:28 am
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 34127

Re: Version 2.0.24


Mines should only destroy tiles that are on the edge of the ship (in other words, tiles that don't create holes). This would prevent the common cheese of using it against asteroids while allowing the use for biters. It also makes some sense because the structure should be less sturdy around the ...
by GregoriusT
Thu Dec 05, 2024 3:24 pm
Forum: General discussion
Topic: Landmines, the underestimated weapon against pretty much anything
Replies: 32
Views: 15486

Re: GregoriusT

viewtopic.php?f=3&t=123795

Guess Landmines got nerfed a little.
by GregoriusT
Thu Dec 05, 2024 3:21 pm
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 34127

Re: Version 2.0.24

Guess I gotta update my Landmine Propaganda Post or something!
by GregoriusT
Tue Dec 03, 2024 8:48 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
Replies: 36
Views: 17990

Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time


You can simply have your friends kill all of the demolishers if it's that big of an issue for you. Or slow down the game speed to allow your computer to keep up.

The root issue is just that *they take a lot of CPU time* because they always exist once uncovered until killed. That was part of their ...

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