Search found 198 matches
- Tue Dec 31, 2024 8:59 am
- Forum: Balancing
- Topic: [0.16.1] Artillery shells stack size = 1
- Replies: 29
- Views: 17894
- Mon Dec 30, 2024 6:25 pm
- Forum: Minor issues
- Topic: [2.0.24] Loaders configured for stacking don't properly fill the belt
- Replies: 3
- Views: 524
Re: [2.0.24] Loaders configured for stacking don't properly fill the belt
well could we add this internal inventory then (I guess this is the more simple to do) ? or could we make loader be able to grape from more slot if needed (could be great feature even for arm) ?
- Sun Dec 29, 2024 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Space Age not dependant of the Quality Mod
- Replies: 5
- Views: 860
Re: Space Age not dependant of the Quality Mod
the problem is that the recycler is inside quality mod, because you can play with quality without space age and need recycler for that. I really doubt the usefulness of your request cause you can just ignore quality if you want
- Sat Dec 21, 2024 12:54 am
- Forum: Balancing
- Topic: Adjust resource frequency for ribbon worlds
- Replies: 6
- Views: 789
Re: Adjust resource frequency for ribbon worlds
well gleba and vulcanus are not at all design for ribbon world
- Sat Dec 21, 2024 12:45 am
- Forum: Releases
- Topic: Version 2.0.27
- Replies: 8
- Views: 9982
Re: Version 2.0.27
Can you share, when your team goes onto vacations?
(Translation: When should we expect last patch of the year and when to expect the first patch of 2025?)
The factory must grow, vacancy is temporary, factory is eternal.
Aquilo icebergs have longer shadows to integrate with the world better ...
- Mon Dec 16, 2024 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Switching ammo is not running out of ammo
- Replies: 7
- Views: 327
Re: Switching ammo is not running out of ammo
at lest for few ticks the turret IS empty, so the alert is correct.
The narrow kind of correct that misses the point, though. A half second delay or so would be a big QoL improvement.
having a condition "is this turret empty for x" will cost some performance for a very limited improvement.
- Mon Dec 16, 2024 9:55 pm
- Forum: Ideas and Suggestions
- Topic: Early Quality Wood?
- Replies: 5
- Views: 395
Re: Early Quality Wood?
if you recycle wood with quality module in the recycle you can grind quality on wood. If you want let's say a shotgun it's more efficient to craft to craft like a shotgun with the wood with quality and recycle the shotgun to grind quality of wood over time and in the same time try to luck the ...
- Mon Dec 16, 2024 8:25 am
- Forum: Ideas and Suggestions
- Topic: Switching ammo is not running out of ammo
- Replies: 7
- Views: 327
Re: Switching ammo is not running out of ammo
at least for few ticks the turret IS empty, so the alert is correct.
- Sun Dec 15, 2024 11:31 am
- Forum: Balancing
- Topic: The cargo wagons are too small for DLC
- Replies: 12
- Views: 1408
Re: The cargo wagons are too small for DLC
I would say train are too small for stack mechanic, thus, with elevated rail you can have way more train running. I would still like a small buff to wagons that quality could offer.
- Sun Dec 15, 2024 7:16 am
- Forum: General discussion
- Topic: MultiPlayer Achievements
- Replies: 3
- Views: 278
Re: MultiPlayer Achievements
https://www.reddit.com/r/factorio/comme ... t/iwotl8z/
Code: Select all
/c game.print(game.players["username"].online_time / 60 / 60 / 60 .. " hours played.")
- Sat Dec 14, 2024 2:27 pm
- Forum: Balancing
- Topic: Mech armor plus personal lasers allows cheesing stompers:
- Replies: 3
- Views: 376
Re: Mech armor plus personal lasers allows cheesing stompers:
This doesn't matter at all.
- Sat Dec 14, 2024 2:22 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 10070
Re: Quality Gating is flawed
I understand your argument, and you've explained it very well! But it's precisely these flashy, desirable items that should be near the end, IMO. Otherwise the rewards at the end can feel disappointing.
And I wouldn't put trains with the other two! Legendary items, like diamonds, are a luxury ...
- Fri Dec 06, 2024 1:38 am
- Forum: Balancing
- Topic: Railguns were a disappointment
- Replies: 12
- Views: 1332
Re: Railguns were a disappointment
wait until you try with the railgun equipment
- Tue Dec 03, 2024 12:20 am
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 10070
Re: Quality Gating is flawed
I never liked speed run anyway, TAS is fun, but seeing humans do the same thing again and again and again and again hopping this time it will be different is the very definition of insanity. Balancing a game looking at the "best" element is bad. You doesn't look like to listen to other argument ...
- Mon Dec 02, 2024 9:35 pm
- Forum: Ideas and Suggestions
- Topic: Improve recycler belt stacking
- Replies: 23
- Views: 2167
Re: Improve recycler belt stacking
stacking is a nerf of sushi belt
- Mon Dec 02, 2024 6:55 pm
- Forum: Minor issues
- Topic: [2.0.23] Character stuck in lava after fall from elevated train
- Replies: 2
- Views: 415
- Mon Dec 02, 2024 6:43 pm
- Forum: Balancing
- Topic: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
- Replies: 29
- Views: 6764
Re: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
can't agree more, the productivity tech other than mining is bad design. My second run will be without it.
- Mon Dec 02, 2024 4:05 pm
- Forum: General discussion
- Topic: What is the point of quality science packs?
- Replies: 6
- Views: 2764
Re: What is the point of quality science packs?
produce science with quality shine when you have quality ingredient and use productivity module, having +100% productivity on a legendary science craft mean you produce a science at 600% twice. If you produce quality stuff without recycling in your factory it's insane. So quality science is ...
- Sun Dec 01, 2024 4:56 pm
- Forum: Gameplay Help
- Topic: Biolab science consumption
- Replies: 4
- Views: 1125
Re: Biolab science consumption
the 50% is a multiplier of SPM basically it's multiply by 2 the productivity, let's take a lab with 20% productivity bonus, this mean the final productivity of the lab is 120% * 2 => 240%
- Sun Dec 01, 2024 1:36 am
- Forum: Gameplay Help
- Topic: Jumpstarting Aquilo
- Replies: 2
- Views: 1044
Re: Jumpstarting Aquilo
You must use solar to kickstart a process to have water to run your nuclear. Few solar panel separated from main network and be patient.