Search found 101 matches
- Mon Jun 30, 2025 8:53 pm
- Forum: Ideas and Suggestions
- Topic: 3-digit precision for machine mouse-over production stats (could be in settings menu)
- Replies: 3
- Views: 430
Re: 3-digit precision for machine mouse-over production stats (could be in settings menu)
Factorio uses 64-bit Signed Integers internally, so it is inherently impossible to get an "exact" Decimal conversion
That has nothing to do with the question. The decimal number OP is mentioning is already a calculated number rounded to 2 decimals. It is exactly as exact or not exact as the ...
- Sat Jun 14, 2025 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Land Mines not counting towards "building destroyed"
- Replies: 8
- Views: 3426
Re: Land Mines not counting towards "building destroyed"
+1, I'm using mines heavily and I am going INSANE! Mines getting destroyed before they're armed is nothing I can do anything against. I want to mute this without mods, so I can play with achievements.
- Sun Jun 08, 2025 10:29 am
- Forum: Ideas and Suggestions
- Topic: Undo map seed
- Replies: 7
- Views: 2748
Re: Undo map seed
I like this. I would add that it would be great to have a list of previously watched seeds in the map generator.
- Sun Jun 08, 2025 10:27 am
- Forum: Ideas and Suggestions
- Topic: Hotkey for "Random Seed" in the Map Creation
- Replies: 2
- Views: 1371
Re: Hotkey for "Random Seed" in the Map Creation
I like the idea and this sounds like an easy addition.
- Fri May 30, 2025 3:10 pm
- Forum: Technical Help
- Topic: Atlas cache is 27 GB
- Replies: 3
- Views: 511
Re: Atlas cache is 27 GB
I have only Space Age. I briefly had a factory planner mod and Staged Blueprint Planning active. But it sounds unreasonable that they would blow up the atlas cache that much. And what do you mean by cache files? I don't think that's something that I can even control. With that said, this is not ...
- Fri May 30, 2025 10:46 am
- Forum: Technical Help
- Topic: Atlas cache is 27 GB
- Replies: 3
- Views: 511
Atlas cache is 27 GB
Is it normal that the atlas cache is 27 GB big?
Mode LastWriteTime Length Name
---- ------------- ------ ----
-a--- 05.05.2025 21:06 9553236942 atlas-cache.2.dat
-a--- 23.05.2025 20:31 9589360951 atlas-cache.3.dat
-a--- 23.05.2025 20:27 9564064055 atlas-cache.dat
Mode LastWriteTime Length Name
---- ------------- ------ ----
-a--- 05.05.2025 21:06 9553236942 atlas-cache.2.dat
-a--- 23.05.2025 20:31 9589360951 atlas-cache.3.dat
-a--- 23.05.2025 20:27 9564064055 atlas-cache.dat
- Sat May 10, 2025 11:07 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 144
- Views: 20352
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: 7171
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: 7171
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: 10
- Views: 1844
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: 756
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: 439
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: 10
- Views: 1844
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: 412
- Views: 105410
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: 3470
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: 3470
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: 21580
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: 12354
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: 53
- Views: 11302
- Sat Nov 16, 2024 1:22 pm
- Forum: Gameplay Help
- Topic: Add user variable for output stacks in parametrised BP?
- Replies: 2
- Views: 542
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 ...