Search found 475 matches

by aka13
Mon Jan 30, 2023 8:56 pm
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 35
Views: 2384

Re: Remove Expensive Mode

Absolutely agreed. The devs conclusion keeps me happy, and offrailing this topic into removing it alltogether is uncool.
So I'd appreciate if the topic got closed.
by aka13
Sun Jan 29, 2023 7:20 pm
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 35
Views: 2384

Re: Remove Expensive Mode

- Support. The gain is not worth the disadvantages. You could already reduce resources in the enviroment, which is of course just like a simple handicap factor. The expensive mode requires additional work in modding and documentation. If a mod changes a recipe, it has also to consider the expensive...
by aka13
Sun Jan 29, 2023 7:10 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: My "small" sandbox.
Replies: 30
Views: 11069

Re: My "small" sandbox.

How do you supply your expansion? Do you build new resupplying outposts every now and then, to keep downtime to a minimum?
by aka13
Sat Jan 28, 2023 4:27 pm
Forum: General discussion
Topic: vanilla death world too hard
Replies: 29
Views: 958

Re: vanilla death world too hard

Tbh, don't bother doing light oil to turrets. I have read that reasoning, but there are a couple of counterpoints, which I consider outweight running all defenses from 1 pipe - how fluid system work. My wall is segmented, as is my expansion. I don't want my segments to be one, since it will be horr...
by aka13
Fri Jan 27, 2023 6:41 pm
Forum: General discussion
Topic: vanilla death world too hard
Replies: 29
Views: 958

Re: vanilla death world too hard

Why did I give up fire turrets?? I have always considered them intermediate until the laser turrets reach a certain power. As soon as this happened, I dismantled the fire turrets, now there are several (tens of) thousand of them in the chests :) upd: looked at the chests. 22,000 fire turrets. We st...
by aka13
Fri Jan 27, 2023 11:50 am
Forum: General discussion
Topic: vanilla death world too hard
Replies: 29
Views: 958

Re: vanilla death world too hard

My second map was (and is:) - Marathon of the World of Death. Without oil, at least in the immediate visibility - I think I would not start playing at all. But the first oil had to be won back from the biters, with a flamethrower it is already a little easier to run. In general, I launched a rocket...
by aka13
Fri Jan 27, 2023 7:34 am
Forum: General discussion
Topic: vanilla death world too hard
Replies: 29
Views: 958

Re: vanilla death world too hard

Trying to play Death World Vanilla. Is this mode balanced so that every game is practically winnable? Starting in a forested area is tough but playable. However starting in a desert seems impossibly hard. Get alien attacks with the first couple of burner mines, 10 biters to be fought off with pisto...
by aka13
Fri Jan 27, 2023 7:26 am
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 35
Views: 2384

Re: Remove Expensive Mode

I would really like the normal vs expensive thing to go away. But if it doesn't, maybe every item in the game should have the 'normal' or 'expensive' options. This would make it much easier for those of us who make or edit mods. I spent hours yesterday trying to get a mod to work, and finally reali...
by aka13
Sat Jan 21, 2023 4:38 pm
Forum: News
Topic: Factorio price increase - 2023/01/26
Replies: 34
Views: 3404

Re: Factorio price increase - 2023/01/26

Seems to me, that for most players same fits for factorio - only 3,4% of players have the mass production 3 achievement. When are people going to learn? Achievements earned means jack all for anything. I have nothing for achievements, yet have thousands of hours on record. I use mods constantly, an...
by aka13
Sat Jan 21, 2023 4:26 pm
Forum: News
Topic: Factorio price increase - 2023/01/26
Replies: 34
Views: 3404

Re: Factorio price increase - 2023/01/26

Complete radio silence on the expansion, and the base now costing 35 makes me assume, that the expansion will be 35 euros as well. Really curious, how the expansion will sell at that pricepoint and what it will contain. x2 curious, how the sales for new people discovering factorio will look. There a...
by aka13
Thu Jan 19, 2023 7:52 am
Forum: Ideas and Suggestions
Topic: Back button on Trains interface
Replies: 5
Views: 380

Re: Back button on Trains interface

Agreed, I would like that as well.
by aka13
Fri Jan 13, 2023 2:50 pm
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 6512

Re: Version 1.1.75

"Certain modpack" :D Loaders in 1.2/dlc confirmed? Make belts viable for megabases again! He said on discord that the modpack was SE+K2. He is just undercover very deeply :D Looks like it. I also noticed that one, I am really hopeful. Right now there is just no way of high-throughput beac...
by aka13
Fri Jan 13, 2023 8:29 am
Forum: Releases
Topic: Version 1.1.75
Replies: 17
Views: 6512

Re: Version 1.1.75

"Certain modpack" :D
Loaders in 1.2/dlc confirmed?
Make belts viable for megabases again!
by aka13
Fri Jan 13, 2023 8:28 am
Forum: General discussion
Topic: Participate Blender
Replies: 1
Views: 267

Re: Participate Blender

https://www.factorio.com/blog/post/fff-146

Not sure if there were more recent one about graphics, but your best place for searching would be friday facts
by aka13
Wed Jan 11, 2023 5:23 pm
Forum: Ideas and Suggestions
Topic: No minable resources filter in deconstruction planner
Replies: 5
Views: 227

Re: No minable resources filter in deconstruction planner

TL;DR Filter for mining drills with no minable resources in deconstruction planner What ? Add a filter for mining drills with "no minable resources" to the deconstruction planner just like there's a filter for ghosts and a filter items on the ground. Basically it would be a special filter...
by aka13
Fri Jan 06, 2023 1:24 pm
Forum: Not a bug
Topic: Barrel recipes are unlocked inconsistently with research
Replies: 9
Views: 834

Re: Barrel recipes are unlocked inconsistently with research

IMO barrels are an atavism from older days, when there were no fluid wagons. Haven't used them once since then, but I bet with more fluids and mods they might have a reason for existance. The obvious, current use case in vanilla is outpost supply, eg the oil requirements of numerous flamethrower tu...
by aka13
Fri Jan 06, 2023 9:39 am
Forum: Not a bug
Topic: Barrel recipes are unlocked inconsistently with research
Replies: 9
Views: 834

Re: Barrel recipes are unlocked inconsistently with research

IMO barrels are an atavism from older days, when there were no fluid wagons.
Haven't used them once since then, but I bet with more fluids and mods they might have a reason for existance.
by aka13
Wed Jan 04, 2023 7:45 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 19
Views: 3164

Re: Entities consuming/producing fluid never go to sleep

I have isolated segments of flamethrowers, and they never have the red circle on them, so I assume they do not sleep.
They are fully pressurised with pumps.
by aka13
Wed Jan 04, 2023 7:35 pm
Forum: Not a bug
Topic: [1.1.74] Artillery not generating chunks
Replies: 7
Views: 348

Re: [1.1.74] Artillery not generating chunks

I have upgraded the firing range of artillery shells to level 13. Therefore, before cleaning up the territory, I open it, shooting at the perimeter at the maximum range in manual mode, and then in automatic mode - I clean it. After that, I build a railroad to Infinity. And so many years in a row) a...
by aka13
Tue Jan 03, 2023 9:29 am
Forum: Not a bug
Topic: [1.1.74] Artillery not generating chunks
Replies: 7
Views: 348

Re: [1.1.74] Artillery not generating chunks

In one sentence, what I don't like for consistency is: "I can not predict, at what point in time artillery will decide to fire at black chunks, and if not firing at a black chunk implies that there are no enemies there". This whole sector was bombarded entirely automatically, I was never p...

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