why do i have a feeling that some of those changes were because a modder decided to put everything on Nauvis XDTrees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
Search found 359 matches
- Wed Mar 26, 2025 1:47 pm
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 10
- Views: 9760
Re: Version 2.0.43
- Thu Jan 16, 2025 4:48 pm
- Forum: Releases
- Topic: Version 2.0.31
- Replies: 2
- Views: 8006
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 ...
Please note that I am not talking about the nerf part of that change back then, i am talking about ...
- 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: 1739
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 ...
- Mon Dec 16, 2024 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction Planner limited to 30 slots, WHY???
- Replies: 8
- Views: 838
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 ...
- Mon Dec 16, 2024 5:51 pm
- Forum: Releases
- Topic: Version 2.0.26
- Replies: 7
- Views: 9668
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 ...
- Thu Dec 12, 2024 6:17 pm
- Forum: Releases
- Topic: Version 2.0.25
- Replies: 20
- Views: 13150
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.
I dont mind the Landmine nerf that much, but please at least fix the unintended exploit you introduced.
- 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: 15245
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 ...
- Wed Dec 11, 2024 7:46 am
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 50219
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.
- Sun Dec 08, 2024 9:47 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 26594
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 ...
- Fri Dec 06, 2024 5:03 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 26594
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 ...
- Fri Dec 06, 2024 2:58 am
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 26594
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 ...
- Fri Dec 06, 2024 2:28 am
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 26594
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 ...
- Thu Dec 05, 2024 3:24 pm
- Forum: General discussion
- Topic: Landmines, the underestimated weapon against pretty much anything
- Replies: 32
- Views: 12179
- Thu Dec 05, 2024 3:21 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 26594
Re: Version 2.0.24
Guess I gotta update my Landmine Propaganda Post or something!
- 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: 15245
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 ...
- Tue Dec 03, 2024 11:31 am
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 50219
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
The Cloud undoes the Mech Armors Flight Ability, that was why.Cerberus wrote: Tue Dec 03, 2024 7:42 am I still have no idea what is meant by this, from the FF?
The main intention for the cloud can't be disclosed yet, but if Vulcanus is your first planet then the additional effect won't affect you.
- Fri Nov 29, 2024 7:42 pm
- Forum: General discussion
- Topic: Landmines, the underestimated weapon against pretty much anything
- Replies: 32
- Views: 12179
Re: Landmines, the underestimated weapon against pretty much anything
I didn't forget, but I chose not to include quality. I don't have the DLC, but going off the numbers on the wiki, legendary flamethrower turrets have a range of 45, so they are still out-ranged by behemoth worms. And I assume quality worms would have even more range.
The Space Age rocket and ...
- Fri Nov 29, 2024 5:01 am
- Forum: General discussion
- Topic: Landmines, the underestimated weapon against pretty much anything
- Replies: 32
- Views: 12179
Re: Landmines, the underestimated weapon against pretty much anything
My problem with landmines is they need roboports. Roboports need a fully automated tileable defense station with a train configured to supply them with whatever they need. I don't want to do that work and if I do it then I'm probably so lategame that I don't really need the efficiency of landmines ...
- Wed Nov 27, 2024 2:51 am
- Forum: General discussion
- Topic: Landmines, the underestimated weapon against pretty much anything
- Replies: 32
- Views: 12179
Re: Landmines, the underestimated weapon against pretty much anything
I seem to remember that not being a thing in 1.1
It definitely was a thing in 1.1, I actually used that.
It is even slightly annoying for Landmines placed outside of Roboport Range, because they all leave Ghosts behind all the time, which then get rebuilt whenever you get close to them with your ...
It definitely was a thing in 1.1, I actually used that.
It is even slightly annoying for Landmines placed outside of Roboport Range, because they all leave Ghosts behind all the time, which then get rebuilt whenever you get close to them with your ...
- Tue Nov 26, 2024 3:46 pm
- Forum: General discussion
- Topic: Landmines, the underestimated weapon against pretty much anything
- Replies: 32
- Views: 12179
Re: Landmines, the underestimated weapon against pretty much anything
It's just a roboport which has its construction/repair coverage (the green area, though the orange area works too) covering defenses.
(With conbots inside it and a resupply of repair packs and entities needing replacement after destruction in logistic chests somewhere either in the roboport ...