Search found 48 matches
- Thu Aug 22, 2024 6:09 pm
- Forum: Balancing
- Topic: Shotgun is embarrassingly bad right now
- Replies: 79
- Views: 36621
Re: Shotgun is embarrassingly bad right now
what ? there is a shotgun in the game ???
- Sun Aug 18, 2024 1:51 pm
- Forum: Modding interface requests
- Topic: usage_priority is not very clear
- Replies: 2
- Views: 525
Re: usage_priority is not very clear
Accumulators are hard coded to “accumulator logic” and ignore usage priority. It's a bit unfortunate, indeed it's ignored, that mean I can't really do something like: - Solar - Accumulator - Turbine for nuclear/Steam Engine for chemical fuel With more level I could even put steam only if nuclear is...
- Sat Aug 17, 2024 8:36 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 81
- Views: 37130
Re: Defence economy balance
After ... 7000 hours on factorio... OMG, ok that probably a wrong number cause game is often running in background haha. Anyway, I really feel player get punished using gun turret. The difference of cost between them and laser is stupidly high. My problem is laser turret is just better if you are lo...
- Sat Aug 17, 2024 8:23 pm
- Forum: Balancing
- Topic: Modules balancing?
- Replies: 3
- Views: 1038
Re: Modules balancing?
All my game are with https://mods.factorio.com/mod/SchallModules that buff efficiency module
- Sat Aug 17, 2024 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Islands instead of island
- Replies: 5
- Views: 398
Re: Islands instead of island
If you want there is a mod for that https://mods.factorio.com/mod/IslandStart Yes there is a mod for it (Singular that is actually working) , and while the mod is great and all it isn't perfect. And i also believe that the vanilla game would benefit from this. I am using said mod. But i had to rest...
- Sat Aug 17, 2024 11:21 am
- Forum: Ideas and Suggestions
- Topic: QoL upgrades through science
- Replies: 2
- Views: 310
Re: QoL upgrades through science
upgrade on radar is a bad idea, you loose the ability to put a "small" and "cheap" radar for later in the game. Still in beta but I plan to do a mod with 3 tier of radar, generally I don't like tier of item but for radar it's way more flexible to have higher tier that scan better...
- Sat Aug 17, 2024 11:18 am
- Forum: Ideas and Suggestions
- Topic: Islands instead of island
- Replies: 5
- Views: 398
Re: Islands instead of island
If you want there is a mod for that https://mods.factorio.com/mod/IslandStart
- Fri Aug 16, 2024 7:51 pm
- Forum: Modding interface requests
- Topic: usage_priority is not very clear
- Replies: 2
- Views: 525
usage_priority is not very clear
You can read here that there is several mode for priority, I think this can be improved for 2.0. Indeed I wish I would be able to better control electricity. Not gonna lie I don't use power switch :p. I made a mod and after some testing, it look like there is no real practical difference between inp...
- Fri Aug 16, 2024 7:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Disable creation of ghost after building is destroyed
- Replies: 1
- Views: 208
Re: Disable creation of ghost after building is destroyed
data:extend({ type = "technology", name = "disable-ghost", effects = { { type = "ghost-time-to-live", modifier = 0, } }, unit = { count = 1, ingredients = { {"automation-science-pack", 1}, }, time = 1, }, }) Should work... maybe try `modifier = -60 * 60 * 60 ...
- Tue Aug 13, 2024 1:13 pm
- Forum: Implemented Suggestions
- Topic: increase pumpjack buffer
- Replies: 5
- Views: 1598
Re: increase pumpjack buffer
damm I even read this doc but miss it https://lua-api.factorio.com/latest/typ ... #base_area. For my defense I was search "buffer" and "fluid" keywords :p. Thanks a lot for the quick answer.
- Tue Aug 13, 2024 11:24 am
- Forum: Implemented Suggestions
- Topic: increase pumpjack buffer
- Replies: 5
- Views: 1598
Re: increase pumpjack buffer
Could this be a configurable property ? I need a way to output at least 1200 to simulate offshore pump. This is a hidden property even for modder
- Fri Sep 29, 2023 3:14 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 97569
Re: Friday Facts #378 - Trains on another level
How can you exit when train is over water? Could we deadlock the game by being on a train that runs out of fuel over water, or is it "just" a death sentence? We also thought about this (remote) possibility, and there will be a way to solve it. Jetpack ! Also how do we place track on water...
- Fri May 05, 2023 5:10 pm
- Forum: Balancing
- Topic: The Most Obvious Imbalance I've Ever Seen After 4K Hours
- Replies: 11
- Views: 5608
Re: The Most Obvious Imbalance I've Ever Seen After 4K Hours
4k hours and doesn't know about https://mods.factorio.com/mod/SmallNightvisionRevived ?
That a must have I never play without it...
also https://mods.factorio.com/mod/RotatableBatteries
factorio should work a little of equipment to rotate them without the need of duplicate them.
That a must have I never play without it...
also https://mods.factorio.com/mod/RotatableBatteries
factorio should work a little of equipment to rotate them without the need of duplicate them.
- Fri Nov 25, 2022 2:20 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 28691
Re: Friday Facts #371 - Apple Silicon
As someone that really really want a factorio server on my rasberry Pi 4 I say:
- Thu Oct 06, 2022 8:42 am
- Forum: Modding help
- Topic: Multiplying units by an integer
- Replies: 2
- Views: 970
Re: Multiplying units by an integer
parse_energy have no doc, it's seem the value is returned in J that a little annoying cause that introduce round issue.
- Fri Sep 30, 2022 7:05 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 157
- Views: 62912
Re: ARM Build
I think the main problem is that it's a request for the 30 geeks that want a factorio server to run on ARM and that it's in the lowest priority possible :p thus with the work done for the switch built I think it's reduced the work need to have a factorio build on AArch64 a lot. And even with the dev...
- Wed Sep 28, 2022 8:26 am
- Forum: Ideas and Suggestions
- Topic: Add option to turn off syncing of autosave to Steam Cloud
- Replies: 12
- Views: 5950
Re: Add option to turn off syncing of autosave to Steam Cloud
Divinity original sin 2 have this feature, total war warhammer, while I don't have a list of game that have this feature just by memory, I know that it's exist. Factorio savefile are BIG, I think this feature would save a lot of bandwidth for both user and steam cloud server. Also, when you need to ...
- Wed Sep 28, 2022 5:09 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 157
- Views: 62912
Re: ARM Build
[insert gaming on mac meme]
- Wed Sep 21, 2022 10:55 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 157
- Views: 62912
Re: ARM Build
don't jinx usKulasko wrote: ↑Wed Sep 21, 2022 10:39 pmSo Factorio is now running on a Switch, which is an ARM platform, while being compatible to PC multiplayer games. Seems the ARM compatibility part is pretty much solved, so how are the chances of us getting our hands on a native ARM build after the Switch version release?
- Sat Sep 17, 2022 10:27 pm
- Forum: Modding interface requests
- Topic: Features of Infinite ressource
- Replies: 14
- Views: 2934
Re: Features of Infinite ressource
Yes, and I’m trying to understand why (when without already fills belts) and why this method (miners have a base_productivity property to them that would allow for a productivity bonus). Erm, no, I’m simply asking to understand and see if there’s another way. Your idea does seem counter intuitive t...