Search found 95 matches
- Sat May 10, 2025 11:07 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 30
- Views: 1016
How to upcycle?
I need quality items. But with the amount of options I have, I feel really lost. This is especially, because I know there's really just one or two ways to effectively create high-quality items. Everything else is just wasteful. This makes it quite frustrating for me, because I like the puzzle, but I ...
- Mon Apr 28, 2025 10:06 pm
- Forum: General discussion
- Topic: Quality killed this game for me
- Replies: 50
- Views: 3522
Re: Quality killed this game for me
> I just think it eats away at the sense of accomplishment for designing great things, when eventually they will be no longer applicable. I guess, said another way.
Very well said.
> until the very very end game.
And that's several dozen hours into the game. A point where a serious question is ...
Very well said.
> until the very very end game.
And that's several dozen hours into the game. A point where a serious question is ...
- Mon Apr 28, 2025 9:49 pm
- Forum: General discussion
- Topic: Quality killed this game for me
- Replies: 50
- Views: 3522
Quality killed this game for me
One thing I loved about Factorio was the immense replayability, because it was so easy to improve previous layouts and factories. You quite quickly reach the point where you get advanced oil refining, assembler 3 or stack inserters, so that you can really start tinkering and optimising.
I feel like ...
I feel like ...
- Mon Dec 02, 2024 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Add "Connect To Logistic Network" To Requester Chests
- Replies: 9
- Views: 1204
Re: Add "Connect To Logistic Network" To Requester Chests
I am talking about the connection to the logistics network, not the connection to the circuit network.
https://www.reddit.com/media?url=https% ... c77b020735
https://www.reddit.com/media?url=https% ... c77b020735
- Sun Dec 01, 2024 11:05 am
- Forum: Outdated/Not implemented
- Topic: Add options to exclude logistic elements from the network
- Replies: 4
- Views: 545
Re: Add options to exclude logistic elements from the network
> And my personal belongings screw them up.
What do you mean by "your personal belongings"? Items in your inventory are not in the logistics network.
What do you mean by "your personal belongings"? Items in your inventory are not in the logistics network.
- Sun Dec 01, 2024 11:03 am
- Forum: Ideas and Suggestions
- Topic: Space Platform Orbital Drop Slots
- Replies: 1
- Views: 297
Re: Space Platform Orbital Drop Slots
Why do you need this? I see two reasons not complicating the situation:
1) If you have multiple cargo bays, filling the available drop slots immediately sends the pod on its way freeing them up. Adding additional drop slots would not increase the speed you could do that.
2) If you regularly need ...
1) If you have multiple cargo bays, filling the available drop slots immediately sends the pod on its way freeing them up. Adding additional drop slots would not increase the speed you could do that.
2) If you regularly need ...
- Sun Dec 01, 2024 10:58 am
- Forum: Ideas and Suggestions
- Topic: Add "Connect To Logistic Network" To Requester Chests
- Replies: 9
- Views: 1204
Add "Connect To Logistic Network" To Requester Chests
TL;DR
Requester chests should be connectable to the logistics network in the same way inserters are, enabling the requests on certain conditions.
What?
Inserters can be connected to the logistics network, allowing for conditions that are based on the amount of items within the logistic network ...
Requester chests should be connectable to the logistics network in the same way inserters are, enabling the requests on certain conditions.
What?
Inserters can be connected to the logistics network, allowing for conditions that are based on the amount of items within the logistic network ...
- Mon Nov 25, 2024 6:45 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 407
- Views: 83606
Re: Gleba has killed the game for me.
Gleba fucking sucks! There are so many reason it sucks, I really don't care to write them all down. Fuck Gleba and fuck the fucking Stompers and shit!
- Thu Nov 21, 2024 7:28 pm
- Forum: Balancing
- Topic: Restarting nutrients supply is a pain in the ass
- Replies: 15
- Views: 2714
Re: Restarting nutrients supply is a pain in the ass
I chose the strategy of "it must never stop", and it hasn't for over 100 hours
Think of nutrients as your power grid
Copium. No-one designs his factory to be a pain in the ass to reboot or cold-boot. If anything, designing the game around this mechanic is an oversight from the game developers ...
- Wed Nov 20, 2024 7:11 pm
- Forum: Balancing
- Topic: Restarting nutrients supply is a pain in the ass
- Replies: 15
- Views: 2714
Restarting nutrients supply is a pain in the ass
I have a small factory and restarting nutrients is a pain in the ass. You need an abnormal amount of spoilage to get it going again and the nutrient production in the biochambers takes so many nutrients, it's absurd. This is not fun, it's nothing but a major pain in the ass.
- Sun Nov 17, 2024 11:15 pm
- Forum: Balancing
- Topic: Steam Engine should not "scale down" automatically.
- Replies: 27
- Views: 20626
Re: Steam Engine should not "scale down" automatically.
It forces you to really consider how to use signals and switches to balance your grid, conserve fuel and limit pollution.
You don't have signals and switches that early, so it makes sense that a comparatively weak power source (that also causes significant pollution and takes away precious ...
- Sun Nov 17, 2024 11:08 pm
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 46
- Views: 9915
Re: Gleba early game should be made easier significantly
Whatever it's main point or not - early game on Gleba is frustratingly hard compared to Vulcanus and Fulgora.
I completely agree. I'ts not that I dislike the spoilage mechanic. It's that I feel that I can't progress, until I figured out every step of all the paths I must take, immediately.
On ...
- Sat Nov 16, 2024 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 51
- Views: 8000
- Sat Nov 16, 2024 1:22 pm
- Forum: Gameplay Help
- Topic: Add user variable for output stacks in parametrised BP?
- Replies: 2
- Views: 436
Add user variable for output stacks in parametrised BP?
I have the following BP
11-16-2024, 14-18-44.png
The Inserter that feeds into the storage chest should insert X stacks of the produced item.
My problem is that I don't know how I can ask the player to provide a number. And then I need to use that number and multiply it with the stack sice of {0 ...
11-16-2024, 14-18-44.png
The Inserter that feeds into the storage chest should insert X stacks of the produced item.
My problem is that I don't know how I can ask the player to provide a number. And then I need to use that number and multiply it with the stack sice of {0 ...
- Sat Nov 16, 2024 12:24 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 134
- Views: 34343
Re: Space Platforms
I named it Nostromo .
It is designed for ~75 % efficiency with the most simple circuit I could think of, and I decided to go for minimal width for maximum speed. It will start at 51% but will settle at ~75% after a couple of seconds.
Power on Nauvis is a problem I haven't solved yet. Probably just ...
It is designed for ~75 % efficiency with the most simple circuit I could think of, and I decided to go for minimal width for maximum speed. It will start at 51% but will settle at ~75% after a couple of seconds.
Power on Nauvis is a problem I haven't solved yet. Probably just ...
- Fri Nov 15, 2024 12:26 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 61
- Views: 19422
Re: Auto-launching of mixed rockets
Same here. If I require only 5 inserters and 5 belts and 5 underground belts - and nothing else! - then a rocket with exactly that content should be launched into space without requiring me to add any circuitry.
Instead, 5 rockets are launched into space with a full stack of each of the three items ...
Instead, 5 rockets are launched into space with a full stack of each of the three items ...
- Sun Nov 10, 2024 9:02 pm
- Forum: Gameplay Help
- Topic: Weird power readings
- Replies: 3
- Views: 616
Re: Weird power readings
That's cool and all, but which of my machines do have a buffer? Where's the problem in my case?
- Sun Nov 10, 2024 7:53 pm
- Forum: Gameplay Help
- Topic: Space platform "Unload" cargo doesn't just work and "Import" is wrong word in Platform Logistics
- Replies: 3
- Views: 6010
Re: Space platform "Unload" cargo doesn't just work and "Import" is wrong word in Platform Logistics
I learned that unloading only works if you request it on the cargo landing pad. Maybe both needs to be active, the request and the Unload checkbox?
- Sun Nov 10, 2024 7:47 pm
- Forum: This Forum
- Topic: Click to Enlarge
- Replies: 6
- Views: 978
Re: Click to Enlarge
That is awesome, thank you!Sanqui wrote: Mon Nov 04, 2024 9:52 am I've added a lightbox feature -- let me know if this works for you.
- Sun Nov 10, 2024 7:46 pm
- Forum: Gameplay Help
- Topic: Weird power readings
- Replies: 3
- Views: 616
Weird power readings
I have a small electric network with 3 x beacons (no modules), 1 x chemical plant, 1 x steam turbine. The network runs on an isolated, disconnected substation. There are no other power poles or substations in the vicinity. The image shows a fourth beacon, that I add later.
11-10-2024, 20-40-55.png ...
11-10-2024, 20-40-55.png ...