Search found 514 matches
- Tue May 21, 2024 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Better Production statistics
- Replies: 14
- Views: 1257
Re: Better Production statistics
And the reson why I quote Anno, is because in anno you offten have balancing between multiple production systems. And only anno stat issue is absence of decimal point, whyle factorio production tab I find useful only to check biter nests in fog of war. Anno only has the equivilent of one assembler ...
- Sat May 18, 2024 8:09 pm
- Forum: General discussion
- Topic: Removing rcu?
- Replies: 13
- Views: 2172
Re: Removing rcu?
A dev quote on this would be appreciated.FuryoftheStars wrote: βSun May 12, 2024 3:06 pmWhile a moderator has said that the cost will be reduced in the base game as well, I don't know as if they actually know anymore than us and I haven't seen direct confirmation of that, yet.
- Sat May 18, 2024 7:49 am
- Forum: Ideas and Suggestions
- Topic: Add train conditions for filtered slots
- Replies: 3
- Views: 707
Re: Add train conditions for filtered slots
Aren't we getting formulae resolution in number fields in 2.0? (So you'll be able to type 100*8 in the field and it will fill it in as 800 for you) The one thing to add to that would be "If you've already set the item somehow, you can type 'stack*8' and it will fill in the stack size as well&qu...
- Tue May 14, 2024 1:08 pm
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 2975
Re: It is pointless to increase the difficulty of the game
one of the cool things about Factorio is that you can get every achievement in a single playthrough. Not saying you are wrong, but I imagine it's atleast very dificult to get the speedruning stuff (There is no spoon or what ever it is called, and geting a train runing in a set amount of time) and a...
- Tue May 14, 2024 8:37 am
- Forum: Ideas and Suggestions
- Topic: Rear marker lights on the car
- Replies: 7
- Views: 855
- Tue May 14, 2024 8:36 am
- Forum: Ideas and Suggestions
- Topic: Searchlights
- Replies: 7
- Views: 837
Re: Searchlights
Use a turret for the base item?
- Mon May 13, 2024 4:01 pm
- Forum: General discussion
- Topic: concerns over the upcoming direction of the game
- Replies: 11
- Views: 2365
Re: concerns over the upcoming direction of the game
I mean, have you read the FFFs about the new planets?
- Mon May 13, 2024 11:13 am
- Forum: Ideas and Suggestions
- Topic: Searchlights
- Replies: 7
- Views: 837
Re: Searchlights
A mod like this would be trivial for me to make, and is something I'd kind of want, too, due to my use of Clockwork to darken and extend the nights. However, I can't create graphics, so I don't know what I'd use for the entity(ies). Searchlight mod is under MIT license, I think? (Always worth check...
- Sun May 12, 2024 10:18 pm
- Forum: Ideas and Suggestions
- Topic: Searchlights
- Replies: 7
- Views: 837
- Sun May 12, 2024 7:26 pm
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 2975
Re: It is pointless to increase the difficulty of the game
Factorio achievements are basically checkpoints. There's the "have played the game to X point" achievements, the speedrun achievements, and the megabase achievements. Then there's the three challenge achievements (no solar, no laser, no logi). They could add a few more combat checkpoint ac...
- Sun May 12, 2024 7:20 pm
- Forum: Ideas and Suggestions
- Topic: Tile building Area MIN/MAX keybind
- Replies: 5
- Views: 500
Re: [QOL] Tile building Area MIN/MAX keybind
I am currently searching in the API for a way to set the value of the brush area to make a mod in few lines of code. It's either going to be 5 lines of code or impossible. If it's impossible, then you might want to head over to API requests and put it there. I know I wouldn't mind +/-10 tile radius...
- Sun May 12, 2024 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Tile building Area MIN/MAX keybind
- Replies: 5
- Views: 500
Re: [QOL] Tile building Area MIN/MAX keybind
20x20 isn't actually the max building size for tiles. It's dependent on your character's reach (long-reach mods make it bigger, infinite-reach mods make it not have a max)
(I didn't know PageUp/PageDown did that, I use NumPad+/-)
(I didn't know PageUp/PageDown did that, I use NumPad+/-)
- Sun May 12, 2024 5:50 pm
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 2975
- Sun May 12, 2024 11:15 am
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 2975
Re: It is pointless to increase the difficulty of the game
You actually can. Just turn off the in-game overlay.
This seems like you don't enjoy the game, you just want the badges.
- Sun May 12, 2024 9:12 am
- Forum: General discussion
- Topic: Railway stations β Hell for a perfectionist
- Replies: 17
- Views: 2226
Re: Railway stations β Hell for a perfectionist
This is relevant at the initial stage of the game. It's really not. And also in a hardcore game, with the minimum possible amount of resources, at the maximum distance from each other. That actually makes it easier to use pretty rail layouts, because you have so much more space. Where to build two ...
- Sun May 12, 2024 9:01 am
- Forum: General discussion
- Topic: It is pointless to increase the difficulty of the game
- Replies: 22
- Views: 2975
- Sun May 12, 2024 9:00 am
- Forum: Ideas and Suggestions
- Topic: Global stats or universe to see other players
- Replies: 5
- Views: 618
Re: Global stats or universe to see other players
Mods break it.
- Sun May 12, 2024 9:00 am
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 415
Re: Access installed mods without enabling them
That sounds very unlikely to happen. Why don't you ask for Space Age asset files to be a separate mod that Space Age depends on, like SE mod has the SE graphical asset mods? Then you could depend on that mod and not introduce a very confusing "disabled dependency". Or ask for Rocket Turre...
- Sat May 11, 2024 4:01 pm
- Forum: Gameplay Help
- Topic: Lower trainstation priority. Possible?
- Replies: 8
- Views: 1131
Re: Lower trainstation priority. Possible?
For the latter if you really want to prioritize stops based on how desperately you want a train to go there you will need to wait for the Factorio 2.0 update; because then you will be able to set the train stop priority ranging anywhere from 0 to 255 (50 being default). Or set it using circuit netw...
- Sat May 11, 2024 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 415
Access installed mods without enabling them
We should be able to access installed mod assets without having the mod enabled.
The big, massive reason for this is that I want a mod that enables the rocket turret related stuff from Space Age, but without Space Age active.
The big, massive reason for this is that I want a mod that enables the rocket turret related stuff from Space Age, but without Space Age active.