Being able to have different inventories with different carrying capacities.
Not nailed down to rockets/rocket-like prototypes, you know.
Search found 285 matches
- Thu Nov 14, 2024 2:11 pm
- Forum: Won't implement
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 32
- Views: 5828
- Tue Nov 12, 2024 6:00 pm
- Forum: General discussion
- Topic: Pacing of technologies seems a bit off
- Replies: 9
- Views: 2816
Re: Pacing of technologies seems a bit off
Epic & Legendary Quality :
... This looks like "Oh you have build your Quality-Producing setups? Throw them away and rebuild everything that has lower quality or walk all over the place to replace lower quality modules".
Oh, you've unlocked tesla/rocket turrets, throw your laser/bullet turrets ...
... This looks like "Oh you have build your Quality-Producing setups? Throw them away and rebuild everything that has lower quality or walk all over the place to replace lower quality modules".
Oh, you've unlocked tesla/rocket turrets, throw your laser/bullet turrets ...
- Tue Nov 12, 2024 8:02 am
- Forum: Gameplay Help
- Topic: Quality upgrade route
- Replies: 2
- Views: 4340
Re: Quality upgrade route
Both.
If you have access to Legendary, Uncommon (and maybe Rare in some cases) are just clogging your logistics by sheer volume by that time.
Since you can't use Speed modules with Quality (well, you can, but you can't) and unclogging by building surface wasting is not always an option - it's ...
If you have access to Legendary, Uncommon (and maybe Rare in some cases) are just clogging your logistics by sheer volume by that time.
Since you can't use Speed modules with Quality (well, you can, but you can't) and unclogging by building surface wasting is not always an option - it's ...
- Tue Nov 12, 2024 7:51 am
- Forum: Gameplay Help
- Topic: "So long and thanks for all the fish" achivement can not be unlocked
- Replies: 14
- Views: 8236
Re: "So long and thanks for all the fish" achivement can not be unlocked
I probably don't do it right. Since it works to me. Nauvis, fish in rocket's cargo, destination: "Orbit" (sic!), no other cargo present, fish is of Normal/Common quality, pants are on, zip is closed.
Last time tried with 2.0.14 when I've demolishd my save accidentlally... again.
Maybe it's time to ...
Last time tried with 2.0.14 when I've demolishd my save accidentlally... again.
Maybe it's time to ...
- Tue Nov 12, 2024 7:46 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 64006
Re: Space Age general Questions
Factoriopedia tells amount of asteroids per minute on different paths in space, but it seems also grow with speed, so how?
At at least early game routes (Nauvis <-> everything else) there is a clearly defined "spike" of asteroids occurrence.
Higher speed makes you reach that spike (and, overall ...
At at least early game routes (Nauvis <-> everything else) there is a clearly defined "spike" of asteroids occurrence.
Higher speed makes you reach that spike (and, overall ...
- Tue Nov 12, 2024 7:31 am
- Forum: Balancing
- Topic: [DLC] Сargo landing pad
- Replies: 22
- Views: 4524
Re: [DLC] Сargo landing pad
Main problem is the Limit! Limitation, for the sake of limitation.
Why then can there be many space rockets? After all, the logistics will be so simple?
After all, this allows us to launch resources from anywhere on the map to the platform, and from it to the center of the map?
And for some ...
- Mon Nov 11, 2024 2:17 pm
- Forum: General discussion
- Topic: Some feelings and suggestions about playing SA
- Replies: 5
- Views: 1180
Re: Some feelings and suggestions about playing SA
2. The output of the quality module is a probability event
Machines that receive quality module bonuses cannot be accurately quantified because the quality they produce is a probability event, and in order to obtain a large amount of quality raw materials, they can only use recycling machines to ...
Machines that receive quality module bonuses cannot be accurately quantified because the quality they produce is a probability event, and in order to obtain a large amount of quality raw materials, they can only use recycling machines to ...
- Mon Nov 11, 2024 10:26 am
- Forum: Balancing
- Topic: [DLC] Сargo landing pad
- Replies: 22
- Views: 4524
Re: [DLC] Сargo landing pad
(In order to get to the edge of the world, you need 3 hours of driving on one locomotive. Without wagons)
Planet surface is infinite on default config, no?
There are many solutions to how you can keep the idea of Gleba, and not limit the player in such moments:
1) Minimum distance between ...
- Sun Nov 10, 2024 11:16 pm
- Forum: Ideas and Suggestions
- Topic: Support symlinks in mod zip files
- Replies: 11
- Views: 1238
Re: Support symlinks in mod zip files
Why? Because it's not too complex of a feature, it shouldn't be too hard to implement, and mod authors shouldn't have to worry about the unzip implementation - they should have files just work.
Which exact modding problem it would gonna solve?
Are there any feature in Factorio modkit which ...
- Sun Nov 10, 2024 11:10 pm
- Forum: Balancing
- Topic: arbitrary gear check is annoying stop gating space behind inventory nerfs
- Replies: 9
- Views: 1972
Re: arbitrary gear check is annoying stop gating space behind inventory nerfs
The main annoyance behind this limitation is the fact that you cannot bring blueprints or blueprint books
Square icon above minimap is a blueprint library. It's supposed to store blueprint books too. Accessible from anywhere, usable anywhere.
Ammo slots would probably be fine to exclude too ...
- Sun Nov 10, 2024 11:03 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 92
- Views: 155811
Re: Space Platform 101 Discussion
I've got two platforms above Nauvis. Is there a way to automatically send oxide asteroid chunks and/or ice from one platform to the other?
Transit through planet's surface only.
There's a graph of how often which chunks appear on different orbits and routes in in-game Factoriopedia.
It's worth ...
- Sun Nov 10, 2024 11:01 pm
- Forum: Balancing
- Topic: [DLC] Сargo landing pad
- Replies: 22
- Views: 4524
Re: [DLC] Сargo landing pad
If I want to bring a lot of resources from another planet, the most difficult thing will be to get them to the right places.
Why not trains?
How's Landing Pad any different from naturally occurring resource patch?
theoretical maximum throughput of one platform on an infinite map. When you ...
- Sun Nov 10, 2024 4:56 pm
- Forum: Not a bug
- Topic: dice in research are not valid dice
- Replies: 3
- Views: 468
Re: dice in research are not valid dice
5 Quality levels + 1 secret Quality level of
I'd really like to check a valid dice with such sides out...
void, result of a successful roll to destroy something with Recycler
.I'd really like to check a valid dice with such sides out...
- Sun Nov 10, 2024 4:51 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.15] Suggestion (QoL): Centrifuge ingredient limit
- Replies: 5
- Views: 892
Re: [2.0.15] Suggestion (QoL): Centrifuge ingredient limit
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- Sun Nov 10, 2024 12:16 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2007
- Views: 781701
Re: Simple Questions and Short Answers
Well, yes, but The Final Boss section of that FFF describes something even more spectacular - and current implementation of flipping is expected to handle even that...
...maybe it was scrapped, after all
...maybe it was scrapped, after all

- Sat Nov 09, 2024 11:28 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2007
- Views: 781701
Re: Simple Questions and Short Answers
Another manifestation of two-digit IQ from me, probably.
What's the big idea behind Pumpjacks being non-flippable post-2.0?
FFF-394 assumes that everything is flippable now - but... I'm too exhausted currently and don't want to produce a pointless not-a-bug just because my brain combo'ed another ...
What's the big idea behind Pumpjacks being non-flippable post-2.0?
FFF-394 assumes that everything is flippable now - but... I'm too exhausted currently and don't want to produce a pointless not-a-bug just because my brain combo'ed another ...
- Sat Nov 09, 2024 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Biter Build up more intuitive
- Replies: 11
- Views: 1541
Re: Biter Build up more intuitive
Yea, ok that - but to be on the clock while not seeing the clock, feels off - wish there would be (more) warning signs that you are behind -other than the ammo does not suffice all of a sudden.
Unless you've obliviously left gaps somewhere in your defences, getting either "building destroyed" or ...
Unless you've obliviously left gaps somewhere in your defences, getting either "building destroyed" or ...
- Sat Nov 09, 2024 11:04 pm
- Forum: Balancing
- Topic: [DLC] Сargo landing pad
- Replies: 22
- Views: 4524
Re: [DLC] Сargo landing pad
Why not trains?ALDK wrote: Tue Oct 29, 2024 9:57 amIf I want to bring a lot of resources from another planet, the most difficult thing will be to get them to the right places.
How's Landing Pad any different from naturally occurring resource patch?
- Sat Nov 09, 2024 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Specify destination inventory for inserters
- Replies: 6
- Views: 1093
Re: Specify destination inventory for inserters
Technically, rocket cargo is going into a capsule on top of the rocket. You'll need Very Long Handled Inserter to stick things there...
Whole space logistics affair is kinda rough towards completely new players, true.
It, however, is not a thing to be fixed with inserter destination filter.
The ...
Whole space logistics affair is kinda rough towards completely new players, true.
It, however, is not a thing to be fixed with inserter destination filter.
The ...
- Sat Nov 09, 2024 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 75
- Views: 17696
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
How's that "or-either" situation?
I'm failing to grasp logics of this suggestion.
Due to how Fulgora works, it's technically a planet-wide electric network with a drawback of ZZZZAP!ing stray players (and their cars) and occasional power spikes.
By sheer virtue of this, pole placement tech is ...
I'm failing to grasp logics of this suggestion.
Due to how Fulgora works, it's technically a planet-wide electric network with a drawback of ZZZZAP!ing stray players (and their cars) and occasional power spikes.
By sheer virtue of this, pole placement tech is ...