Search found 303 matches
- Thu Sep 11, 2025 10:40 pm
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 15
- Views: 1816
Re: Stop the multiply effect of turret damage
I think this thread is kind of missing the point of enemies in Factorio. They aren't really meant to be an existential threat that can keep up with you. This is clearly evidenced by the existence of artillery and nukes, for which no amount of biter evolution can match. Even the Demolishers and big ...
- Thu Sep 11, 2025 10:34 pm
- Forum: Balancing
- Topic: Quality Recycler + Base game science cost
- Replies: 2
- Views: 218
Re: Quality Recycler + Base game science cost
I clearly agree if you look at this mod https://mods.factorio.com/mod/QualityUnlocksRecycling, the cost is much more reasonable. Currently in base game you unlock quality after the end game...
- Tue Sep 02, 2025 5:41 pm
- Forum: Gameplay Help
- Topic: What am I doing wrong? Biochambers and Legendary nutrients
- Replies: 8
- Views: 1738
Re: What am I doing wrong? Biochambers and Legendary nutrients
Who are you, who are so wise in the ways of factorioh.q.droid wrote: Tue Aug 26, 2025 11:47 am Just middle click the fuel slot of that biochamber and pin normal nutrient. Happened to me too and this saved me.
- Mon Sep 01, 2025 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Loaders should have "next_upgrade" set in base
- Replies: 2
- Views: 253
- Fri Aug 29, 2025 11:06 pm
- Forum: Duplicates
- Topic: [2.0.65] If effect.consumption is modified it's lost quality buff
- Replies: 2
- Views: 252
Re: [2.0.65] If effect.consumption is modified it's lost quality buff
oh my bad indeed it should be -0.6
thx

- Fri Aug 29, 2025 8:40 pm
- Forum: Duplicates
- Topic: [2.0.65] If effect.consumption is modified it's lost quality buff
- Replies: 2
- Views: 252
[2.0.65] If effect.consumption is modified it's lost quality buff
data.raw["module"]["efficiency-module-3"].effect.consumption = 0.6
Somehow remove quality buff.
Capture d’écran 2025-08-29 223857.png
It doesn't do this with other module
data.raw["module"]["quality-module-3"].effect.quality = 0.4
Capture d’écran 2025-08-29 224006.png
Somehow remove quality buff.
Capture d’écran 2025-08-29 223857.png
It doesn't do this with other module
data.raw["module"]["quality-module-3"].effect.quality = 0.4
Capture d’écran 2025-08-29 224006.png
- Mon Aug 25, 2025 8:27 pm
- Forum: Gameplay Help
- Topic: Correct me or correct FFF#428
- Replies: 14
- Views: 1460
Re: Correct me or correct FFF#428
It's a pity I can't just read the temperature of a heat pipe (maybe I should mod a thermometer machine). I can't put heat towers on a space platform and having a reactor just as a reader seems inelegant, but fine.
AFAIK the bp below is mostly the best setup to loose the less energy possible. The ...
AFAIK the bp below is mostly the best setup to loose the less energy possible. The ...
- Mon Aug 25, 2025 3:37 pm
- Forum: Modding help
- Topic: Help with autoplacing resources / updating an old mod
- Replies: 5
- Views: 615
Re: Help with autoplacing resources / updating an old mod
grrrr, have space age mod disable, autoplace control show my rss, it's here it's exist, and yet doesn't spawn it. That should be considered as a bug in my eye ! Damm I loose tons of time. This is documented no where
planet config should probably be in autoplace control !
planet config should probably be in autoplace control !
- Mon Aug 25, 2025 8:32 am
- Forum: Modding interface requests
- Topic: Crash reports/counts to mod portal?
- Replies: 9
- Views: 604
Re: Crash reports/counts to mod portal?
Crash logs are not personal data. You can tell by there being no mention of them on the linked page.
You are not a Wube Software employee entitled to make that determination, and neither am I :-)
An unmodified factorio-current.log file will include many System Details, such as the ...
- Sun Aug 24, 2025 1:24 pm
- Forum: Modding interface requests
- Topic: Crash reports/counts to mod portal?
- Replies: 9
- Views: 604
Re: Crash reports/counts to mod portal?
Automatic Crash report for mod would be amazing yeah
- Fri Aug 22, 2025 10:16 am
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 395
Re: Allow recipes to start with a productivity bonus
you could say the same for fluid/heat powered buildings, trigger technologies, any modifier that affects an entity (lab speed/productivity, mining speed, etc etc etc), the entire mod-data prototype, and many more examples i cant think of currently - because we could always do it by other means ...
- Fri Aug 22, 2025 6:32 am
- Forum: General discussion
- Topic: People who have just one save file...why?
- Replies: 34
- Views: 2522
Re: People who have just one save file...why?
you mean that give me a reason to do a fresh start again ? SAY NO MORE.
- Fri Aug 22, 2025 6:23 am
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 15
- Views: 1816
Re: Stop the multiply effect of turret damage
I can understand your points about "it's a early weapon it should be weak end game" but honestly end game come very fast for me. Maybe beginner have time to feel tank powerful but I build too fast to be able to use it before enemy get too strong.
But you made some valid point. I still think this ...
But you made some valid point. I still think this ...
- Fri Aug 22, 2025 6:11 am
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 395
Re: Allow recipes to start with a productivity bonus
I don't see why you can't do an hidden tech always unlock. I don't see why dev should add this feature when we can already do it properly. Hidden tech exist for that.
- Fri Aug 22, 2025 4:47 am
- Forum: Ideas and Suggestions
- Topic: Remember global button of production stats and merged quality filter for production and electric network
- Replies: 0
- Views: 146
Remember global button of production stats and merged quality filter for production and electric network
TL;DR
All in filter in production and electric graph should be persistent.
What?
I want that graph remember filter when they are set, if I select All (merged) I want the game to remember it, same for global stats button.
Optionally have an option to disable this behavior if people don't like ...
All in filter in production and electric graph should be persistent.
What?
I want that graph remember filter when they are set, if I select All (merged) I want the game to remember it, same for global stats button.
Optionally have an option to disable this behavior if people don't like ...
- Fri Aug 22, 2025 4:36 am
- Forum: Ideas and Suggestions
- Topic: Add Target priorities to artillery
- Replies: 1
- Views: 184
Add Target priorities to artillery
TL;DR
Add Target priorities to artillery like other turret.
What?
Make Artillery turret inherit of TurretPrototype like other turret... to make them able to have priority target. :P
Why?
I play Warp Drive Machine mod and they have giant nest that have millions of HP and that waste a lot ...
Add Target priorities to artillery like other turret.
What?
Make Artillery turret inherit of TurretPrototype like other turret... to make them able to have priority target. :P
Why?
I play Warp Drive Machine mod and they have giant nest that have millions of HP and that waste a lot ...
- Fri Aug 22, 2025 4:31 am
- Forum: Pending
- Topic: [2.0.28] Legendary artillery range 13 don't auto fire
- Replies: 3
- Views: 720
Re: [2.0.28] Legendary artillery range 13 don't auto fire
not a bug, as long as chunk are not generated there is no nest in the void.
- Fri Aug 22, 2025 4:23 am
- Forum: Modding interface requests
- Topic: [Space Age] Quality Recipes
- Replies: 10
- Views: 1530
Re: [Space Age] Quality Recipes
There's 8 comments and still no developer response. We don't even know why this isn't getting implemented.
Well, I guess that makes 9 comments now.
Generally dev doesn't answer at every post and popularity is not really a big factor. Also, as dev I can clearly see why this is ignored. One this ...
- Wed Aug 13, 2025 11:15 pm
- Forum: Implemented mod requests
- Topic: make heat energy source able to pollute
- Replies: 5
- Views: 458
make heat energy source able to pollute
emissions_per_minute is ignored for heat energy source.
https://lua-api.factorio.com/latest/types/HeatEnergySource.html#emissions_per_minute
Overridden Properties
emissions_per_minute :: dictionary[AirbornePollutantID → double] optional
Heat energy sources do not support producing pollution ...
https://lua-api.factorio.com/latest/types/HeatEnergySource.html#emissions_per_minute
Overridden Properties
emissions_per_minute :: dictionary[AirbornePollutantID → double] optional
Heat energy sources do not support producing pollution ...
- Tue Aug 12, 2025 4:35 am
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 15
- Views: 1816
Re: Stop the multiply effect of turret damage
Gun Turrets are a complement to your static defenses, so it makes sense for them to scale in a way to allow them to fill that role.
Who decide that lol ? Most defense don't include them at all cause laser are just better since they just use energy. And anyway that not at all my point, I really ...