Search found 4810 matches
- Sat Nov 22, 2025 12:00 am
- Forum: General discussion
- Topic: Gleba!
- Replies: 22
- Views: 2589
Re: Gleba!
Something i like with Gleba is how it changes science and make the player need to adapt. You can just let everything spoil when not researching, but you can also turn everything into higher quality material or try to have an on-demand factory, which is much more challenging that on the other planets ...
- Fri Nov 21, 2025 11:55 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 423
- Views: 136353
Re: Gleba has killed the game for me.
Then don't do it ?aka13 wrote: Fri Nov 21, 2025 10:41 pm I still don't vibe with "but let it run constantly and void stuff".
You don't need cross surface comms, after all this time you surely have come accross smarts solutions
- Fri Nov 21, 2025 6:29 am
- Forum: Gameplay Help
- Topic: Fulgora train challenge, need a better engineer then myself!
- Replies: 11
- Views: 1014
Re: Fulgora train challenge, need a better engineer then myself!
Sounds like you're willing to make it overcomplicated for yourself :)
That definitely sounds like a "possible" challenge, but may i ask why you'd separate the 2 part of the factory ? Why not build silo also in the quality part so you don't have to ship "many quality item back" but "none", as you ...
That definitely sounds like a "possible" challenge, but may i ask why you'd separate the 2 part of the factory ? Why not build silo also in the quality part so you don't have to ship "many quality item back" but "none", as you ...
- Thu Nov 20, 2025 9:52 am
- Forum: General discussion
- Topic: Gleba!
- Replies: 22
- Views: 2589
Re: Gleba!
You should try to eat them if they look good, right ? What could go wrong ?Gemma wrote: Thu Nov 20, 2025 8:25 am I enjoy too much watching these delicious fruits be turned into to so many different things.
- Wed Nov 19, 2025 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1149
Re: Craft solid fuel in the biochamber
Well, just because I don’t care doesn’t mean it’s not true. I wouldn’t bring it up on my own, but when you pointed it out as important to you, you gave me reason to bring it up.
I just pointed out that you bumped the thread while claiming you don't care how many people may be interested at ...
- Wed Nov 19, 2025 10:06 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1149
Re: Craft solid fuel in the biochamber
It sound backward to me to claim you're going to generate extra pollution on Gleba by sending nutrient to nauvis so you can be more productive on the infinite oil from asteroid. If you don't have good defense option for Nauvis, the situation will be worse on Gleba, and you're worsening it ...
- Wed Nov 19, 2025 9:12 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1149
Re: Craft solid fuel in the biochamber
Hey, consistency is nice, many people appreciate it.
No, that makes no sense, you could be consistently making terrible suggestion backed by ridiculous argument, it wouldn't be appreciated ^^
It very much depend what you consider consistency, here it appears without substance to me, one time ...
- Wed Nov 19, 2025 3:43 am
- Forum: Ideas and Suggestions
- Topic: Different colors per type of turret, for overlapping turret coverage
- Replies: 4
- Views: 397
Re: Different colors per type of turret, for overlapping turret coverage
Sounds good to me !h.q.droid wrote: Wed Nov 19, 2025 1:50 am Maybe just distinguish what you're currently holding from whatever else.
- Wed Nov 19, 2025 3:41 am
- Forum: Gameplay Help
- Topic: I decided to play with the standard settings, but with the "Narrow World" option
- Replies: 9
- Views: 645
Re: I decided to play with the standard settings, but with the "Narrow World" option
When in preview mode during map creation, you can drag the map to see more of it ( at least in the resolution from previous screenshot) if you only check the initial location and one side, like always left on each map, you can keep part of mystery on the right side to play the game, and fall back on ...
- Wed Nov 19, 2025 3:34 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1149
Re: Craft solid fuel in the biochamber
I thought maybe i missed a situation where this suggestion would provide some objective benefit to players, but i understand now that it wasn't the case, you'd prefer to use the biochamber in some places where you can't, whereas for "consistency" i'd rather use cryogenic plant. It sound enough ...
- Tue Nov 18, 2025 7:25 pm
- Forum: Ideas and Suggestions
- Topic: Different colors per type of turret, for overlapping turret coverage
- Replies: 4
- Views: 397
Re: Different colors per type of turret, for overlapping turret coverage
I've searched for a suggestion like this because i thought i already +1 somewhere, but i could only find :
Vary the color of turret range on map view depending on which ones contain ammunition => https://forums.factorio.com/92000
I think those aren't exclusive, it would be difficult to have a set ...
Vary the color of turret range on map view depending on which ones contain ammunition => https://forums.factorio.com/92000
I think those aren't exclusive, it would be difficult to have a set ...
- Tue Nov 18, 2025 7:15 pm
- Forum: Gameplay Help
- Topic: I decided to play with the standard settings, but with the "Narrow World" option
- Replies: 9
- Views: 645
Re: I decided to play with the standard settings, but with the "Narrow World" option
I would like the developers to put some kind of rule inside the game that will not allow the generation to make such an evil joke on the player.
If you want to make sure your (custom) narrow world is beatable you can use the "preview" in the map generation to have a look at the map beforehand ...
- Tue Nov 18, 2025 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1149
Re: Craft solid fuel in the biochamber
Don’t worry, I do it purely for fun ;). My suggestion has nothing to do with how many people do or don’t currently make biochamber rocket fuel on other planets, all it aims to add is some consistency.
I understand you say now the suggestion has nothing to do with the other players, but if you ...
- Tue Nov 18, 2025 12:21 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 511
- Views: 370199
Re: 3 and 4 way intersections
So I want to implement a size restriction, say 110*110 for 2 lane fourways or something. Another catagory could be symetrical intersections, either all four directions or just half and half. And thoughts on catagories?
I think the purpose of the junction : number of branch ( 4 way, 3 way) , and ...
- Tue Nov 18, 2025 11:54 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1149
Re: Craft solid fuel in the biochamber
I mean the vanilla rocket fuel recipe. The biochamber can do it with extra speed, productivity, and a more interesting design. And I think that answers your other question as well: Rocket fuel production on Nauvis and Vulcanus, where I already use biochambers for the rocket fuel step.
Ah, that ...
- Mon Nov 17, 2025 7:28 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1149
Re: Craft solid fuel in the biochamber
Edit: I was completely unaware of this other guy who happened to bump a ton of his posts at this exact time :o What a coincidence. I really would have waited a bit longer had I noticed that. But I guess there’s no taking it back now.
Don't worry, if the suggestion is good other people would ...
- Sun Nov 16, 2025 11:32 am
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 943
Re: AmbientSound surface binding
Looking at the Pirate Ship mod specifically, the surface names are created as <crewid>-<destination_index>-<type>-<subtype> , where type can resolve to "Sea", "Island", etc., so it should be straight forward to bind tracks to specific surface types/subtypes using my proposed surface_names binding ...
- Sun Nov 16, 2025 10:31 am
- Forum: Off topic
- Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
- Replies: 12
- Views: 9159
Re: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
You should delete this post so future AIs don't read it and regurgitate its own slop.
I heartily disagree: incorrect information reliably being fed to artificial “intelligences” is the best way to degrade future output from these untrustable linear algebra vomit machines. :twisted:
What is ...
- Thu Nov 13, 2025 1:52 pm
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 943
Re: AmbientSound surface binding
For my use case , i think it would be nice if players can decide on which surface they want the music contained in my mods, so if they play a new mod that adds a surface and i'm lagging behind for compatibility, they can (while playing/run time per player setting ideally) change the allocation as ...
- Mon Nov 10, 2025 2:39 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 28
- Views: 2509
Re: A sibling API to play_sound: play_music
That sounds great to me :)
I think it should "replace" the currently playing track if another play_music was called earlier, with the idea that one will know their own sound so they can interrupt only those, or interrupt any other, or none and mimick the other option. ( with more or less ...
I think it should "replace" the currently playing track if another play_music was called earlier, with the idea that one will know their own sound so they can interrupt only those, or interrupt any other, or none and mimick the other option. ( with more or less ...