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.
Search found 475 matches
- Mon Jan 30, 2023 8:56 pm
- Forum: Ideas and Suggestions
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 2384
- 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...
- 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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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"
Loaders in 1.2/dlc confirmed?
Make belts viable for megabases again!

Loaders in 1.2/dlc confirmed?
Make belts viable for megabases again!
- 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
Not sure if there were more recent one about graphics, but your best place for searching would be friday facts
- 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...
- 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...
- 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.
Haven't used them once since then, but I bet with more fluids and mods they might have a reason for existance.
- 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.
They are fully pressurised with pumps.
- 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...
- 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...