Search found 1600 matches
- Sun Feb 12, 2023 11:36 pm
- Forum: General discussion
- Topic: Looking for a new challenge? [Veterans only]
- Replies: 17
- Views: 3091
Re: Looking for a new challenge? [Veterans only]
For the map settings, I removed water and cliffs. Just a personal preference, I like a blank canvas. It makes it slightly harder to defend in early game tho, because the water and cliffs can provide a good defence barrier, so without them you have to defend 360deg. Otherwise, the only other setting...
- Sun Feb 12, 2023 3:14 pm
- Forum: General discussion
- Topic: Looking for a new challenge? [Veterans only]
- Replies: 17
- Views: 3091
Re: Looking for a new challenge? [Veterans only]
SOLUTION Death World Marathon + Bobs Enemies + SpaceX Did it take 4200 hours to beat it? That's massive. Regular DW Marathon is like 40-100 hours. but Marathon probably scales brutally in SpaceX. Anyway, sounds like a good combo. I didn't enjoy Rampant that much, either Did you have special map set...
- Sun Feb 12, 2023 1:47 pm
- Forum: General discussion
- Topic: Factoriobin
- Replies: 7
- Views: 1727
Re: Factoriobin
They also have a contact form
https://factoriobin.com/contact
https://factoriobin.com/contact
- Fri Feb 10, 2023 9:46 am
- Forum: Gameplay Help
- Topic: Landfill
- Replies: 1
- Views: 625
Re: Landfill
Maybe Canalbuilder? Didn't use it ever. Nor sure, maybe you can try to reset mod settings to default, if you don't mind. The other way is to disable half of the mods (if dependencies allow) and try, if it's still there, then you know, which half is responsible. Rinse and repeat for the responsible h...
- Thu Feb 09, 2023 12:44 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 9695
Re: vanilla death world too hard
Overall, deathworld difficulty seems imba; the red sci pack phase is slow, difficulty peaks at hard for green sci with lots of bug attacks, but once blue is acquired the difficulty drops off, and purple-yellow is no different than normal. That's probably true. The threat from the beginning is reduc...
- Sun Feb 05, 2023 7:55 pm
- Forum: Technical Help
- Topic: Save file exact versions of mods
- Replies: 2
- Views: 502
Re: Save file exact versions of mods
You can see the exact versions in Load game dialog. I don't if is possible to extract as text file or whatever.
However, sync mods does not sync to the exact versions, but to the latest, iirc.
Exact versions can be downloaded via modportal, but it's a bit of a hassle.
However, sync mods does not sync to the exact versions, but to the latest, iirc.
Exact versions can be downloaded via modportal, but it's a bit of a hassle.
- Tue Jan 31, 2023 12:02 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 9695
Re: vanilla death world too hard
>I would claim, that the most difficult part still is coming, when evolution hits 25%. It could be problematic to spread out too much. I was lazy just upgrading gun turrets to +4,+4 , and got a surprise when the big spitters evolved and trashed my turret groups. But I had enough time to place flame...
- Sun Jan 29, 2023 12:06 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 9695
Re: vanilla death world too hard
step 1. Ignore start ore patches next to aliens and instead look for big rocks for coal. Exactly. In case of your former map, you would not need coal/stone immediately and you could mine iron/copper first for some time. You can also run around the map as you want. You only get detected by enemies, ...
- Sat Jan 28, 2023 11:34 am
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 9695
Re: vanilla death world too hard
I've just tried deathworld again after some years. The biters are not a problem, you can kill them with pickaxe + fish. However the only copper nearby was under a nest and that proved too hard. So yes, some deathworld maps are probably impossible. Depends, if you brute force with pickaxe and fish, ...
- Thu Jan 26, 2023 11:51 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 9695
Re: vanilla death world too hard
step 1. Ignore start ore patches next to aliens and instead look for big rocks for coal. Exactly. In case of your former map, you would not need coal/stone immediately and you could mine iron/copper first for some time. You can also run around the map as you want. You only get detected by enemies, ...
- Thu Jan 26, 2023 6:48 pm
- Forum: General discussion
- Topic: vanilla death world too hard
- Replies: 34
- Views: 9695
Re: vanilla death world too hard
Desert maps are tough. If also the biters are very near the ore patches, it can be quite problematic. You can check preview to avoid those maps. If you still want to try it, here some tipps: - Go first somewhere else and mine iron, either by hand or with burner miners. Here you don't disturb the bit...
- Tue Jan 24, 2023 9:42 am
- Forum: Questions, reviews and ratings
- Topic: Is there a mod to clear chest inventory?
- Replies: 4
- Views: 932
- Mon Jan 23, 2023 1:07 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 39
- Views: 22287
Re: Factorio price increase - 2023/01/26
What are we missing? They are able to take their necessary time for the expansion. No financial pressure (rather due to impatience of their customers :D) Usually, a lot of money gets extracted as yield for investors, which is lost. This should not be the case here and a lot of the money is reinvest...
- Sun Jan 22, 2023 2:06 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Spam - Button to Report Mods
- Replies: 18
- Views: 2778
Re: Mod Portal Spam - Button to Report Mods
The new bookmark feature helps to whitelist mods for yourself.
May there could be a similar feature for personal blacklisting?
May there could be a similar feature for personal blacklisting?
- Sat Jan 21, 2023 2:56 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 39
- Views: 22287
Re: Factorio price increase - 2023/01/26
Also comparing full price is not fair as Factorio is old and never on sale, you can buy a half done AAA for more than Factorio if you want to, but we all know that's a bad idea, Factorio is no exception, well, the exception is that you have to buy it at full price. Only because AAA titles loose the...
- Sat Jan 21, 2023 11:09 am
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 39
- Views: 22287
Re: Factorio price increase - 2023/01/26
Total fair.
However, I'd have announced it bit earlier.
However, I'd have announced it bit earlier.
- Tue Jan 17, 2023 5:05 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 129
- Views: 27993
Re: Why are you guys so pressed?
I don't know why this decision, the game by itself is the most solid that I've ever seen in my life so far, so why mutes? Maybe they are scared by something? Maybe they keep infos just to drop something big in a big surprise way? I don't know and it isn't my business but only my experience after 30...
- Sat Jan 14, 2023 5:01 pm
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6438
Re: What to do with entities after uninstall
The modding community could easily add a library to provide "/uninstall modname" where each mod can register it's own uninstall handlers. Probably would make the most sense, but I doubt too many modders would support that. The only advantage of a central mod could be, that it is executabl...
- Sat Jan 14, 2023 2:06 pm
- Forum: Ideas and Requests For Mods
- Topic: Royalty free music pack
- Replies: 0
- Views: 512
Royalty free music pack
Would be nice, if there was a music pack, which replaces the original music, but which also could be used for content creation. Maybe something less depressing. As much as I liked the original music. I switched it off years ago, because I can't stomach it anymore. Not only for me, but also for other...
- Fri Jan 13, 2023 6:11 pm
- Forum: Modding help
- Topic: Check, if a ghost collides with a real entity
- Replies: 2
- Views: 499
Re: Check, if a ghost collides with a real entity
I think you might be misunderstanding what revive does. It won't mark anything for deconstruction when called. Any items the new real entity collided with or nil if the ghost could not be revived. This means any type="item-on-ground" entities that were in the way that it picks up off the ...