Search found 236 matches
- Sun Dec 08, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
- Replies: 17
- Views: 1794
Re: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
+1 for me - blueprints/deconstruction planners / upgrade planners / other items should be allowed in inventory when boarding a rocket...
- Wed Dec 04, 2024 12:09 pm
- Forum: Ideas and Suggestions
- Topic: Achievement Mode
- Replies: 6
- Views: 842
Re: Achievement Mode
I feel like i answered some of the why above, but…
Why no external blueprints? Because earning achievements with external blueprints doesn’t reflect your work and understanding.
Why single save? Because the existing time based achievements actually matter when you can’t save scum.
Why no map ...
Why no external blueprints? Because earning achievements with external blueprints doesn’t reflect your work and understanding.
Why single save? Because the existing time based achievements actually matter when you can’t save scum.
Why no map ...
- Tue Dec 03, 2024 11:32 pm
- Forum: Ideas and Suggestions
- Topic: Add an alert for blocked undergrounds
- Replies: 8
- Views: 784
Re: Add an alert for blocked undergrounds
How would this distinguish from an underground that was placed too wide, or just a solo underground without a partner? Is this specifically only if they are blocked by lava? I feel like the display tips, and inability to create an underground by dragging already do a pretty good job of guarding ...
- Tue Dec 03, 2024 11:25 pm
- Forum: Ideas and Suggestions
- Topic: Improve recycler belt stacking
- Replies: 23
- Views: 4076
Re: Improve recycler belt stacking
Concur on this suggestion... obvious improvement & streamlining.
- Tue Dec 03, 2024 10:46 pm
- Forum: Ideas and Suggestions
- Topic: Achievement Mode
- Replies: 6
- Views: 842
Achievement Mode
TL;DR
Add an "Achievement mode" which restricts certain gameplay aspects in order to make sure achievements reflect the current player's actions.
What?
Add a selection during map gen to "Enable Achievements" which would do something like the following:
* no external blueprints - start without ...
Add an "Achievement mode" which restricts certain gameplay aspects in order to make sure achievements reflect the current player's actions.
What?
Add a selection during map gen to "Enable Achievements" which would do something like the following:
* no external blueprints - start without ...
- Tue Dec 03, 2024 5:36 pm
- Forum: General discussion
- Topic: Space Age is the worst game ever
- Replies: 42
- Views: 18762
Re: Space Age is too hard
It is a valid and time tested method to learn, so i am really glad the functionality is in the game. But i dont think external blueprints should be compatible with achievements. You should need to earn achievements on your own.
- Tue Dec 03, 2024 2:57 pm
- Forum: General discussion
- Topic: Space Age is the worst game ever
- Replies: 42
- Views: 18762
Re: Space Age is too hard
What do you suggest for those who find it too easy and would like more difficulty.?
Sa reminds me a lot of pure bob’s, pure angel’s and just a touch of seablock. I like new challenges and am loving it.
What would i recommend for people who find it too easy? I would add restrictions to earning ...
- Tue Dec 03, 2024 2:48 pm
- Forum: General discussion
- Topic: Space Age is the worst game ever
- Replies: 42
- Views: 18762
Re: Space Age is too hard
. to the point were I was storing land fill chests in vulcanus ... just .. in .. case ...
The game does not make obvious that you can dump something into the lava. I wish it had a better way to make this obvious. The same way i wish there were ratio calculators or something like helmod in the ...
The game does not make obvious that you can dump something into the lava. I wish it had a better way to make this obvious. The same way i wish there were ratio calculators or something like helmod in the ...
- Mon Feb 08, 2021 4:49 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 180300
Re: [MOD 1.1] Sea Block Pack 0.5.0
Is adding Angels' industries (WITHOUT component mode) still on the radar map for the complex nuclear fuel recipes? It works well (I run that way myself), so it sholud be just a change in the modlist.
I've had a few requests so I will be investigating. The bots would be a big change to the ...
- Wed Dec 16, 2020 10:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 180300
Re: [MOD 1.1] Sea Block Pack 0.5.0
Is adding Angels' industries (WITHOUT component mode) still on the radar map for the complex nuclear fuel recipes? It works well (I run that way myself), so it sholud be just a change in the modlist.
I've had a few requests so I will be investigating. The bots would be a big change to the ...
- Wed Dec 16, 2020 1:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 180300
Re: [MOD 1.1] Sea Block Pack 0.5.0
Hi!
As some of you I'm sure have noticed, I'm not Trainwreck. He's been nice enough to trust me to update his modpack. This is my first release. Please let me know if you come across any issues!
KiwiHawk
Glad there is someone he trusts, and thank you for stepping up!
Is adding Angels ...
- Wed Nov 04, 2020 5:42 pm
- Forum: Won't fix.
- Topic: [0.18.8] Processing of config-path.cfg on OS X incorrectly
- Replies: 3
- Views: 2374
Re: [0.18.8] Processing of config-path.cfg on OS X incorrectly
I can understand that analysis... but that leaves the following problem:
- How can you have a local copy of factorio (say, a different version from steam), with its own set of user data (mods/etc.)?
By default, on os x, all of that data goes to ~/Library/Application Support/factorio (which is ...
- How can you have a local copy of factorio (say, a different version from steam), with its own set of user data (mods/etc.)?
By default, on os x, all of that data goes to ~/Library/Application Support/factorio (which is ...
- Tue Sep 15, 2020 2:08 am
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 27
- Views: 12542
Re: Beacon on/off via circuit network
I'm definitely in favor of making beacons possible to enable/disable via circuit condition. (Either that or make them auto-shutdown when machines in their radius are idle, and that's probably a UPS problem).
Why not add such a condition to anything else? Because everything else stops consuming gobs ...
Why not add such a condition to anything else? Because everything else stops consuming gobs ...
- Tue Sep 15, 2020 2:03 am
- Forum: Ideas and Suggestions
- Topic: Do not show no_power_warning icon when using power switch
- Replies: 68
- Views: 22750
Re: Do not show no_power_warning icon when using power switch
The only real reason to shut off power with a power switch (vs turning off input belts/inserters) is beacons - which consume gobs of power, even when no machines in their area are active. Rather than mucking about with power, reconnection computations, & etc. why not just fix the idle beacon problem ...
- Fri Aug 28, 2020 10:11 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 54407
Better Blueprint Placement
I didn't see this mentioned when I searched; if it is already there please feel free to consolidate.
TL;DR
Rules for placing blueprints with & without conflicts should be smarter
What ?
I think that the rules the engine uses to validate blueprint placement should be enhanced as follows:
- If ...
TL;DR
Rules for placing blueprints with & without conflicts should be smarter
What ?
I think that the rules the engine uses to validate blueprint placement should be enhanced as follows:
- If ...
- Sun Aug 23, 2020 3:29 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1211393
Re: [1.0] Sea Block Pack 0.4.10
I just went and played with Helmod a bit more - holy shit, this is bananas . Using Electrolysis II to produce slag for a 75 Mineral Sludge/second setup (my standard building block) spits out enough mineralized water to produce 19 megawatts of power over and above it's operating cost! Plus, crystal ...
- Sun Aug 23, 2020 3:34 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1211393
Re: [1.0] Sea Block Pack 0.4.10
The other major change to power is the electrode-based recipies in the electrolyzers. Cleaning electrodes now gives you back additional mineralized water on top of what you get from the slag. I have seen peoples bases run totally off the mineralized water (heading to algae II/charcoal) while using ...
- Thu Aug 13, 2020 3:16 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 55150
Re: Automatically landfill when placing blueprints/ghosts
We want a feature, and you are arguing against it even though your playstyle will continue to work regardless. That's weird. These are not valid arguments.
I try to show alternative options, that enable another playstyle than yours. :) And as side effect enable both styles. Sorry, I don’t have ...
- Tue Aug 11, 2020 3:53 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 55150
Re: Automatically landfill when placing blueprints/ghosts
I'm totaly for not scheduling bots for entity ghosts as long as the landfill / tile ghost beneath them doesn't have a bot assigned. Even waiting for the landfill / tile ghost to be placed would be ok-ish, although slower. But they should be visible right from the start. Hiding that some placement ...
- Mon Aug 10, 2020 6:36 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 55150
Re: Automatically landfill when placing blueprints/ghosts
Right, that’s exactly my suggestion. Update the base game to put down both ghosts and have the machine placing bot wait for the landfill to be placed (same way they wait for deconstruction).