Search found 213 matches

by QGamer
Fri Dec 11, 2020 7:13 pm
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 21
Views: 5672

Re: [1.1.5] Placing ghost over existing building does not place modules

This is a convenience I would really appreciate.
by QGamer
Tue Dec 08, 2020 3:06 am
Forum: Ideas and Suggestions
Topic: Map tag dialog: Enable old features additionally to new ones
Replies: 10
Views: 3447

Re: Map tag dialog: Enable old features additionally to new ones

I agree with everything that has been said above! I am disappointed that the devs removed the quick right-click to put down a map tag. I use it often when biters damage my turrets so I can go back & repair them later when I have time. There is a simplicity in being able to generate a message on ...
by QGamer
Sat Dec 05, 2020 6:53 am
Forum: Ideas and Suggestions
Topic: Show train count in the Trains GUI
Replies: 3
Views: 1088

Show train count in the Trains GUI

Summary In the top of the Trains GUI, show the player the number of trains they have. Example: “There are 12 trains.” What? This picture is an edited screenshot of the game that shows what I mean: Factorio_train_count_suggestion.png Why? Sometimes a player wants to quickly figure out how many train...
by QGamer
Tue Nov 24, 2020 3:05 am
Forum: Ideas and Suggestions
Topic: Show acceptable ammo on ammo slot just like fuel slot
Replies: 7
Views: 2895

Re: Show acceptable ammo on ammo slot just like fuel slot

This is a good idea. Armor & equipment grids already show which items are compatible; it would be nice if ammo did the same.
by QGamer
Wed Oct 07, 2020 9:59 pm
Forum: Ideas and Suggestions
Topic: Electric Discharge Defense trigger on melee damage
Replies: 7
Views: 4014

Re: Electric Discharge Defense trigger on melee damage

As far as new player experience goes, a new player won't really understand in what situations the Discharge Defense would be useful. (i.e. I've never seen a reason to use it in all my time playing this game. Even now, I wonder what it's supposed to be used for.) Why take time to put away grenades an...
by QGamer
Wed Aug 12, 2020 8:26 pm
Forum: Ideas and Suggestions
Topic: Feature Request - View your own character exact HP numbers
Replies: 3
Views: 1636

Re: Feature Request - View your own character exact HP numbers

Yes, this would be a great feature!
I think the Character tab is the best place for it to be visible.
It would be interesting to know what my maximum health is in relation to the biters' maximum health.
by QGamer
Fri Jul 31, 2020 2:26 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 33317

Re: Friday Facts #358 - Alien decoratives & Polluted water

I'm super excited that the green water is finally getting some use, and that pollution now has a more visible impact!
However, I too feel that that shade of green isn't quite right. This is a game in which you destroy the environment! The polluted water isn't ugly enough.
by QGamer
Tue Jul 21, 2020 5:24 pm
Forum: Gameplay Help
Topic: Burner inserters and assembly machine jam
Replies: 12
Views: 3095

Re: Burner inserters and assembly machine jam

I have had the same issue once or twice. My best guess for why the inserters endup with coal with nowhere to place is that when the assembler starts running short of fuel both the top and bottom inserters pickup coal to feed it. One 'wins' and feeds the assembler coal, whilst the other gets stuck wi...
by QGamer
Sat Jun 27, 2020 1:54 pm
Forum: Modding interface requests
Topic: Disable "Logistic connection" for belt prototype
Replies: 8
Views: 2758

Re: Disable "Logistic connection" for belt prototype

I just saw this and realized this is what I need.
I would like to specify in the entity prototype of any entity I want that it CANNOT connect to the logistic network...
But it seems the API doesn't yet support this feature.
Can we have it, please?
by QGamer
Tue Jun 16, 2020 6:41 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.18.32] Modded: Inconsistent Entity Details Sidebar with Base Productivity
Replies: 1
Views: 2737

[Rseding91] [0.18.32] Modded: Inconsistent Entity Details Sidebar with Base Productivity

Summary The productivity bonus shown in the entity details sidebar is inconsistent between placed entities, entity ghosts, & entities in hand that the player is about to place. This inconsistency becomes most obvious when using an entity that has both a productivity bonus from technologies &...
by QGamer
Wed Jun 10, 2020 11:47 pm
Forum: Fan Art
Topic: Lego Recreations
Replies: 11
Views: 11669

Re: Lego Recreations

Instead of making those LEGO creations by hand, you should build a machine that will automatically assemble the pieces for you... :geek:
These are beautiful. :D
by QGamer
Wed Jun 10, 2020 8:28 pm
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 32842

Re: New Achievement Ideas

There aren't nearly enough. There needs to be at least 200. There should also be super achievements, that are obtained by completing several other achievements. I respectfully disagree. The more achievements a game has, the less meaning each individual achievement carries. Earning 1 achievement in ...
by QGamer
Tue Jun 09, 2020 6:48 pm
Forum: Mods
Topic: [MOD 1.1] LongerBurnerPhase
Replies: 7
Views: 4851

Re: [MOD 0.17] LongerBurnerPhase

SmileyMan72: I was finally able to fix the bug. (At least, I think I fixed it. Let me know if you have any more problems.)
My next plan is to update the mod for the 0.18.x experimental version.
by QGamer
Wed Apr 08, 2020 1:35 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 19986

Re: Efficiency Module Scaling

Sorry, I meant that the bonus from one Efficiency Module 3 is -50%, while the bonus from an Efficiency Module 1 is -30%. The bonus from two Efficiency Module 1s is then -60%, which is better than the bonus from one Efficiency Module 3. Therefore, the bonus from one Efficiency Module 3 is worse than ...
by QGamer
Tue Apr 07, 2020 11:31 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 19986

Re: Efficiency Module Scaling

Anyone else find it weird that Efficiency Module 3s require 20 Efficiency Module 1s to craft, yet 1 Efficiency Module 3 is worse than 2 Efficiency Module 1s? I just think that given how expensive it is to craft higher tiers, there should be a slightly bigger bonus for the higher tiers. I get that th...
by QGamer
Sat Nov 30, 2019 1:33 am
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 24358

Re: Friday Facts #323 - Animated water

I love the animated water!
And it doesn't distract the player--amazing!
One question: is the water safe to drink?
by QGamer
Sat Aug 24, 2019 1:21 am
Forum: Mods
Topic: [MOD 1.1] LongerBurnerPhase
Replies: 7
Views: 4851

Re: [MOD 0.17] LongerBurnerPhase

Thank you for letting me know of this bug.
I'll fix it as soon as I can, but unfortunately that will be a long time from now.
by QGamer
Sat Jul 27, 2019 3:06 pm
Forum: Implemented in 2.0
Topic: Options for Tree & Rock Generation
Replies: 22
Views: 5149

Re: Options for Tree & Rock Generation

Trees and rocks are not decorative though, they are technically a resource. They have types "tree" and "simple-entity", but not resource. They are resources, since the player can mine them to obtain wood and stone (and sometimes coal from the huge rocks). Trees also absorb pollu...
by QGamer
Wed Jul 24, 2019 10:27 pm
Forum: Ideas and Suggestions
Topic: Stack size modifier in the game
Replies: 3
Views: 1138

Re: Stack size modifier in the game

How will larger stack sizes benefit the gameplay?
by QGamer
Wed Jul 03, 2019 6:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.53] Modded: Incorrect Pollution Tooltip for Inserters
Replies: 3
Views: 3447

[0.17.53] Modded: Incorrect Pollution Tooltip for Inserters

What did you do? I created a mod that made burner inserters produce pollution. What happened? When I run the game, the tooltip says that burner inserters produce pollution: Factorio_bug_infopanel.jpg However, the inserter does not really produce any pollution at all. This is evident by looking at t...

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