Search found 4810 matches

by mmmPI
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 ...
by mmmPI
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.

aka13 wrote: Fri Nov 21, 2025 10:41 pm I still don't vibe with "but let it run constantly and void stuff".
Then don't do it ? :)

You don't need cross surface comms, after all this time you surely have come accross smarts solutions :)
by mmmPI
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 ...
by mmmPI
Thu Nov 20, 2025 9:52 am
Forum: General discussion
Topic: Gleba!
Replies: 22
Views: 2589

Re: Gleba!

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.
You should try to eat them if they look good, right ? What could go wrong ? :)
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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

h.q.droid wrote: Wed Nov 19, 2025 1:50 am Maybe just distinguish what you're currently holding from whatever else.
Sounds good to me !
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...
by mmmPI
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 ...

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