Search found 44 matches
- Tue Dec 03, 2024 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Better speed control for player with exoskeleton
- Replies: 5
- Views: 1563
Re: Better speed control for player with exoskeleton
Good idea. I think 95% of the time I disabled my exoskeleton would not have been necessary if it had acceleration built in
- Mon Dec 02, 2024 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 13777
Re: Gleba science pack research micronmanagement solution
Please, let the labs research other enqueued technologies if there are packs missing for the first one in the queue. Make it a priority queue instead of a waiting queue. For a game that's all about automation, forcing the user to micromanage the science queue seems really weird.
- Mon Dec 02, 2024 12:06 pm
- Forum: Gameplay Help
- Topic: Full Details for Map Generation Settings?
- Replies: 6
- Views: 2033
Re: Full Details for Map Generation Settings?
Evolution itself increases steadily, with 3 things contributing to the evolution increase: time (for every minute elapsed the evolution is increases a little bit), destroy (every destroyed nest increases evolution a little bit) and pollution (every pollution absorbed by a nest used to send an ...
- Tue Nov 12, 2024 11:44 am
- Forum: General discussion
- Topic: It takes too long to get to new Space Age content
- Replies: 28
- Views: 15509
Re: It takes too long to get to new Space Age content
I've been rushing to get off-planet and at 25h in I have a basic space platform, but I feel very nervous about heading out to Vulcanus.
I've been careful with pollution and have cleared a safe radius around my base, but it's unprotected.
It's a minimal base, I've only made RGB science, no GMY, no ...
I've been careful with pollution and have cleared a safe radius around my base, but it's unprotected.
It's a minimal base, I've only made RGB science, no GMY, no ...
- Fri Nov 08, 2024 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 179
- Views: 52422
Re: Ability to craft lower quality with higher quality
Quality is essentially unusable at the point it is unlocked IMO.
In order to use it in any meaningful way, you need a way to collect increased quality plates as well as the intermediate products. Almost every single recipe requires plates of some kind, and it isn't possible to get them until you ...
- Tue Oct 29, 2024 7:16 am
- Forum: Ideas and Suggestions
- Topic: Please sync music in multiplayer
- Replies: 5
- Views: 1063
Re: Please sync music in multiplayer
When I play with my nephew he sings a completely different tune from the one I'm hearing. It would be a small blessing if they were the same on both games, when possible. Thank you for being awesome!
Even if the music was synced, and the developers took the extra effort to compensate for the ...
- Sun Oct 27, 2024 10:07 am
- Forum: Technical Help
- Topic: Blueprint library wiped after upgrade von 1.1.110 to 2.0 Space Age
- Replies: 5
- Views: 1481
Re: Blueprint library wiped after upgrade von 1.1.110 to 2.0 Space Age
It isn't. Worked just fine for me
- Thu Oct 24, 2024 10:15 am
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 126
- Views: 124208
Re: Factorio: Space Age is here!
I guess because you can already put a buffer chest next to it to request them?kitters wrote: Thu Oct 24, 2024 8:51 am Robopots can have requests for robots now. Why not for repair packs?
- Thu Oct 24, 2024 8:45 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2034
- Views: 877296
Re: Simple Questions and Short Answers
Hi all, I'm currently redesigning my train system to use the new rails on a vanilla Factorio savegame I started before 2.0 came out. It seems that the signal spots I can use on two seemingly identical piece of track differs as shown in the screenshot below. Can anyone enlighten me if that is the ...
- Wed Oct 23, 2024 7:36 pm
- Forum: Assigned
- Topic: [Tobias] [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
- Replies: 5
- Views: 1234
[Tobias] [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
Hi
when entering too large numbers for output values of a constant combinator, it silently flows over.
on entering i get the following:
1e9: 1.000.000.000
1e10: 1.410.065.408 (shown as 1.4G, probably overflown)
1e11: 1.215.752.192 (shown as 1.2G, probably overflown)
...
The biggest number I am able ...
when entering too large numbers for output values of a constant combinator, it silently flows over.
on entering i get the following:
1e9: 1.000.000.000
1e10: 1.410.065.408 (shown as 1.4G, probably overflown)
1e11: 1.215.752.192 (shown as 1.2G, probably overflown)
...
The biggest number I am able ...
- Wed Oct 09, 2024 10:43 am
- Forum: Gameplay Help
- Topic: Can I disable biters but keep Steam achievements enabled?
- Replies: 5
- Views: 4038
Re: Can I disable biters but keep Steam achievements enabled?
If you want achievements in steam, you have to play vanilla, without any mod.
Certain achievements (the speedrunning ones,...) are disabled if you disable biters or modify other map generation settings. Those rules apply with or without mods. Check the wiki for details: https://wiki.factorio.com ...
Certain achievements (the speedrunning ones,...) are disabled if you disable biters or modify other map generation settings. Those rules apply with or without mods. Check the wiki for details: https://wiki.factorio.com ...
- Sat Sep 14, 2024 11:38 am
- Forum: Technical Help
- Topic: [1.1.110] Friend got disconnected and can not join again.
- Replies: 1
- Views: 490
Re: [1.1.110] Friend got disconnected and can not join again.
You could host a public game on steam and protect it with a password. That's how I usually play with my brother
- Sat May 11, 2024 12:01 am
- Forum: Ideas and Suggestions
- Topic: Please Make Science Packs Less Abstract
- Replies: 12
- Views: 4778
Re: Please Make Science Packs Less Abstract
And an anecdote on how this confusion and/or inefficiency can affect gameplay. On another scenario, I had a limited number of blue science packs, so I put them towards laser turrets and calculated that I had just enough to finish the research. I did not - the research progress bar ended up at 99 ...
- Tue Apr 23, 2024 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 66
- Views: 23911
Re: Snap hand-placement to blueprints.
I'm not talking about placing blueprints , but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots.
My bad, Sorry I've misunderstood you. That makes a lot of sense indeed.
- Mon Apr 22, 2024 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 66
- Views: 23911
Re: Snap hand-placement to blueprints.
you can already do that by activating the snap to grid option. After you do, a blue rectangle will appear around your BP and you can choose between relative (to start anywhere you want whilst dragging) and absolute (helps ensure that if you start placing blueprints from different positions, that ...
- Sat Apr 20, 2024 9:21 am
- Forum: Implemented Suggestions
- Topic: Remote editing of entity settings on logistic building area
- Replies: 3
- Views: 1096
Re: Remote editing of entity settings on logistic building area
I think that's already taken cared of for 2.0: https://www.factorio.com/blog/post/fff-380
- Thu Apr 11, 2024 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Let construction robots place items that were just deconstructed nearby
- Replies: 15
- Views: 3710
Re: Let construction robots place items that were just deconstructed nearby
I work around this by placing a (yellow) storage chest, and placing one of each item that I expect to be deconstructed in it (belts, inserters, AM's, power pole,...). All bots will dump the deconstructed items in the chest and go wait in a nearby roboport, and once you start reconstructing, both ...
- Fri Jan 19, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: Check map exchange string when overwriting a save
- Replies: 7
- Views: 1471
Re: Check map exchange string when overwriting a save
Great idea. Or maybe based on a GUID or other unique identifier, generated at the start of a game (or first time it is saved) and stored into the save file?
I can imagine map exchange strings being reused...
I can imagine map exchange strings being reused...
- Wed Jan 17, 2024 11:15 am
- Forum: Off topic
- Topic: GoG User Agreement Changes Discussion
- Replies: 11
- Views: 8249
Re: GoG User Agreement Changes Discussion
disiclaimer: I'm not legally schooled...
... but by the looks of it, I have as well the impression that they (unknowingly?) forbid you to mod any game they sell.
I think those clauses are generic clauses you'll find in most UA's from company's that sell software, written by lawyers that have no ...
... but by the looks of it, I have as well the impression that they (unknowingly?) forbid you to mod any game they sell.
I think those clauses are generic clauses you'll find in most UA's from company's that sell software, written by lawyers that have no ...
- Mon Jan 15, 2024 11:24 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 110387
Re: Friday Facts #393 - Putting things on top of other things
Having blue belts with 45 items/s always seemed a little strange: where a red belt has double the capacity of a yellow, a blue belt only adds 50% more. Splitting a blue belt in half results in 2 uncompressed red belts. So with that in mind I'm certainly not opposed to a new tier of belts that can do ...