Search found 466 matches
- Thu May 09, 2024 8:00 pm
- Forum: General discussion
- Topic: Space Age, Quality (and a little bit of elevated Rails) FAQ
- Replies: 6
- Views: 1698
Re: Space Age, Quality (and a little bit of elevated Rails)
I try to not think too much about how 2.0 will work out in the end. ... Interesting way of thinking about it, which I can even relate to. However, I'm pretty sure Wube is "only" polishing right now. The time it took for the new-new rails, even before elevation, according to that FFF, spea...
- Thu May 09, 2024 4:26 pm
- Forum: General discussion
- Topic: Space Age, Quality (and a little bit of elevated Rails) FAQ
- Replies: 6
- Views: 1698
Space Age, Quality (and a little bit of elevated Rails) FAQ
So, after a recent post about what can be expected from the expansion package, I was again browsing through "old" FFFs and their forum threads, when I noticed something odd?* It could have been answered in the Quality thread, but that alone has 41 pages already. So, here is what made me go...
- Sat May 04, 2024 9:15 pm
- Forum: General discussion
- Topic: Are the QOL features of the expansion coming to base factorio?
- Replies: 2
- Views: 591
Re: Are the QOL features of the expansion coming to base factorio?
Most QoL things will come to the base game, as the base game will be 2.x then. The expansion will be a mod. Things that need that mod iirc are rail bridges, quality and ofc space age. Once the expansion is out, there will be a detailed list im sure. Until then an updated FFF summary post would be aw...
- Sat Sep 30, 2023 7:51 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 100933
Re: Friday Facts #378 - Trains on another level
- Fri Sep 29, 2023 4:05 am
- Forum: General discussion
- Topic: The big question: Are you going to try v2?
- Replies: 30
- Views: 6371
Re: The big question: Are you going to try v2?
Keep in mind that alot of the changes will affect the base game too, so you'll have to adapt anyway. The real V2 will be like a mod that you try, or not. That said, I'm actually not sure if I'd extensively play it, since I'm more into the big reworks that are not spaceX (Seablock, pY). Simply not my...
- Thu Aug 24, 2023 12:10 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 151
- Views: 43385
Re: Expansion hype thread - Any updates on when/if there will be an expansion?
I think that the Developers did such a good job making the game easily Moddable, that I am not convinced that an expansion is really needed. I would rather see a complete new version of the game, designed in full 3D. I am sure they could easily outperform a certain other 3D game like this. The one ...
- Mon Mar 07, 2022 11:06 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 572936
Re: We support Ukraine
Helping refugees is a good thing. I donated to our country's most known neighbor help organisation, which exist since the Yugoslavia wars early 90ies. If we had the needed space, we would welcome refugees at our house. I'm online here for like 5 years now, but I won't return until the this thread is...
- Sat Feb 26, 2022 6:36 am
- Forum: News
- Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
- Replies: 30
- Views: 18693
Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
The secrecy about the Expansion worries me. Factorio became so damn good because the community was involved and influential in it's evolution, which now isn't the case with the the Expansion. This is explained in FFF365 If we show something that ends up being removed or replaced, it can feel like a...
- Tue Feb 15, 2022 8:37 am
- Forum: Ideas and Requests For Mods
- Topic: Container's stack info.
- Replies: 1
- Views: 970
Container's stack info.
I'm wondering if the occupied stack info of container entities are/can be exposed and used in the circuit network. Don't know when this was introduced, if this is even a vanilla feature, but containers "now" show "XX/YY" in the tool tip when hovered over. Like my Angel's silos sa...
- Sat Feb 12, 2022 7:19 am
- Forum: Ideas and Requests For Mods
- Topic: No Shadow Mod
- Replies: 5
- Views: 1972
Re: No Shadow Mod
Dein Übersetzer hat bei der Hälfte aufgegeben
Isn't there a graphic setting for this?
Isn't there a graphic setting for this?
- Fri Feb 11, 2022 8:37 pm
- Forum: Logistic Train Network
- Topic: Temp. Stations. Setting to disable them?
- Replies: 12
- Views: 4437
Temp. Stations. Setting to disable them?
Hello there. After a long Factorio hiatus, I began a new map with LTN. I might have played my last one even before train limits were introduced to vanilla, or I never bothered to use them anyway. I quickly noticed the "new" temp stops next to providers/requesters in the schedules and was w...
- Sun Feb 06, 2022 8:16 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 140101
Re: Friday Facts #367 - Expansion news
Of my 3500ish hours I've spent about 4/5 in AB+PY. A huge expansion mod will let the price/hour drop even more and we'll soon need scientific notation for it. 4 to 5 hours in AB+PY? or 400-500 hours? 4 out of 5, or 80% My first thought was "30€? With a base game price exactly that, I think 20-...
- Sat Feb 05, 2022 8:07 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 140101
Re: Friday Facts #367 - Expansion news
As I understand it, 1.2 will be a free update to the base game, including all the engine upgrades and QoL stuff The expansion then is a big mod you have to spend money on, where the term is more like a technical description and I feel this is where people who think it's overpriced get confused. Alot...
- Thu Jan 13, 2022 9:00 am
- Forum: Mods
- Topic: Setting up LTN Train stations
- Replies: 1
- Views: 1113
Re: Setting up LTN Train stations
Welcome
There is an entire subforum for LTN
viewforum.php?f=214
You should look around there
But don't double post your question again, this thread could/should be moved there anyway
There is an entire subforum for LTN
viewforum.php?f=214
You should look around there
But don't double post your question again, this thread could/should be moved there anyway
- Mon Jan 10, 2022 4:41 pm
- Forum: Duplicates
- Topic: [1.1.50] Controls settings window cuts off long keyboard combinations
- Replies: 3
- Views: 1721
Re: [1.1.50] Controls settings window cuts off long keyboard combinations
There are three possible solutions I can suggest: Change the translation for German key pad symbols from „Nummernblock X“ to “X (Nummernblock)”, where X is the symbol on the key pad. I'm German and I've never heard anybody say the word Nummernblock. It's always been the NUM block. Some German keybo...
- Fri Jan 07, 2022 7:56 am
- Forum: General discussion
- Topic: Steam achievment: No time for chitchat (finish the game within 15 hours)
- Replies: 11
- Views: 5624
Re: Steam achievment: No time for chitchat (finish the game within 15 hours)
If you are browsing achievements, you may have noticed lazy b. (see above, only 111 items handcrafted before launching a rocket) Alot of folks are missing that one I remember back in my newb days that I learned ALOT by completing that. I even remember a few spots from the factory I was playing that ...
- Tue Jan 04, 2022 8:01 am
- Forum: Outdated/Not implemented
- Topic: Can the limit of maximum 64 connection distance of poles be lifted
- Replies: 30
- Views: 7928
Re: Can the limit of maximum 64 connection distance of poles be lifted
Long DISTANCE coverage, NOT large AREA?
Make more power plants (power outposts), so you don't need to drag large pole lines to outposts?
I don't understand how even heavy ocd can have an effect because of that one thing. You'd need to build rails to far distance outposts too.
Make more power plants (power outposts), so you don't need to drag large pole lines to outposts?
I don't understand how even heavy ocd can have an effect because of that one thing. You'd need to build rails to far distance outposts too.
- Mon Jan 03, 2022 11:41 am
- Forum: Logistic Train Network
- Topic: [1.16.6] Warnings for missing items if item station is currently occupied
- Replies: 6
- Views: 2391
Re: [1.16.6] Warnings for missing items if item station is currently occupied
It's a throughput issue. Trains have high throughput, compared to belt/bot, yes. But the more stations request a given item, the more you need to produce and provide because you can not easily prevent all requester to request at the same time. While you may have plenty time to resupply a requester e...
- Mon Dec 27, 2021 12:19 pm
- Forum: Bob's mods
- Topic: Bob's metals, Chemicals and Intermediates mod Tech-Tree Loop
- Replies: 5
- Views: 3093
Re: Bob's metals, Chemicals and Intermediates mod Tech-Tree Loop
For someone to be able to help, you'd need to ask the right questions ;) You'd need to specify what the loop actually is, like " I need item x to produce that science y, but item x is unlocked by science y research " Also, since you mentioned seablock, its best to ask in the Sea block foru...
- Sun Dec 19, 2021 7:35 pm
- Forum: Balancing
- Topic: Power Armor MK. II and military science
- Replies: 0
- Views: 1615
Power Armor MK. II and military science
What I think Power Armor MkII technology should not need Military 4 research. Why a) None of the previous armors cost military science packs. The first one requires Military 1, but that is the base military one that unlocks the Grey science packs themself, which requires only red science. b) Alot o...