Search found 488 matches
- Fri Jan 27, 2023 7:26 am
- Forum: Ideas and Suggestions
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 2888
Re: Remove Expensive Mode
I would really like the normal vs expensive thing to go away. But if it doesn't, maybe every item in the game should have the 'normal' or 'expensive' options. This would make it much easier for those of us who make or edit mods. I spent hours yesterday trying to get a mod to work, and finally reali...
- Sat Jan 21, 2023 4:38 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 38
- Views: 5940
Re: Factorio price increase - 2023/01/26
Seems to me, that for most players same fits for factorio - only 3,4% of players have the mass production 3 achievement. When are people going to learn? Achievements earned means jack all for anything. I have nothing for achievements, yet have thousands of hours on record. I use mods constantly, an...
- Sat Jan 21, 2023 4:26 pm
- Forum: News
- Topic: Factorio price increase - 2023/01/26
- Replies: 38
- Views: 5940
Re: Factorio price increase - 2023/01/26
Complete radio silence on the expansion, and the base now costing 35 makes me assume, that the expansion will be 35 euros as well. Really curious, how the expansion will sell at that pricepoint and what it will contain. x2 curious, how the sales for new people discovering factorio will look. There a...
- Thu Jan 19, 2023 7:52 am
- Forum: Ideas and Suggestions
- Topic: Back button on Trains interface
- Replies: 5
- Views: 475
Re: Back button on Trains interface
Agreed, I would like that as well.
- Fri Jan 13, 2023 2:50 pm
- Forum: Releases
- Topic: Version 1.1.75
- Replies: 17
- Views: 7934
Re: Version 1.1.75
"Certain modpack" :D Loaders in 1.2/dlc confirmed? Make belts viable for megabases again! He said on discord that the modpack was SE+K2. He is just undercover very deeply :D Looks like it. I also noticed that one, I am really hopeful. Right now there is just no way of high-throughput beac...
- Fri Jan 13, 2023 8:29 am
- Forum: Releases
- Topic: Version 1.1.75
- Replies: 17
- Views: 7934
Re: Version 1.1.75
"Certain modpack"
Loaders in 1.2/dlc confirmed?
Make belts viable for megabases again!

Loaders in 1.2/dlc confirmed?
Make belts viable for megabases again!
- Fri Jan 13, 2023 8:28 am
- Forum: General discussion
- Topic: Participate Blender
- Replies: 1
- Views: 363
Re: Participate Blender
https://www.factorio.com/blog/post/fff-146
Not sure if there were more recent one about graphics, but your best place for searching would be friday facts
Not sure if there were more recent one about graphics, but your best place for searching would be friday facts
- Wed Jan 11, 2023 5:23 pm
- Forum: Ideas and Suggestions
- Topic: No minable resources filter in deconstruction planner
- Replies: 5
- Views: 303
Re: No minable resources filter in deconstruction planner
TL;DR Filter for mining drills with no minable resources in deconstruction planner What ? Add a filter for mining drills with "no minable resources" to the deconstruction planner just like there's a filter for ghosts and a filter items on the ground. Basically it would be a special filter...
- Fri Jan 06, 2023 1:24 pm
- Forum: Not a bug
- Topic: Barrel recipes are unlocked inconsistently with research
- Replies: 9
- Views: 983
Re: Barrel recipes are unlocked inconsistently with research
IMO barrels are an atavism from older days, when there were no fluid wagons. Haven't used them once since then, but I bet with more fluids and mods they might have a reason for existance. The obvious, current use case in vanilla is outpost supply, eg the oil requirements of numerous flamethrower tu...
- Fri Jan 06, 2023 9:39 am
- Forum: Not a bug
- Topic: Barrel recipes are unlocked inconsistently with research
- Replies: 9
- Views: 983
Re: Barrel recipes are unlocked inconsistently with research
IMO barrels are an atavism from older days, when there were no fluid wagons.
Haven't used them once since then, but I bet with more fluids and mods they might have a reason for existance.
Haven't used them once since then, but I bet with more fluids and mods they might have a reason for existance.
- Wed Jan 04, 2023 7:45 pm
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 3448
Re: Entities consuming/producing fluid never go to sleep
I have isolated segments of flamethrowers, and they never have the red circle on them, so I assume they do not sleep.
They are fully pressurised with pumps.
They are fully pressurised with pumps.
- Wed Jan 04, 2023 7:35 pm
- Forum: Not a bug
- Topic: [1.1.74] Artillery not generating chunks
- Replies: 7
- Views: 454
Re: [1.1.74] Artillery not generating chunks
I have upgraded the firing range of artillery shells to level 13. Therefore, before cleaning up the territory, I open it, shooting at the perimeter at the maximum range in manual mode, and then in automatic mode - I clean it. After that, I build a railroad to Infinity. And so many years in a row) a...
- Tue Jan 03, 2023 9:29 am
- Forum: Not a bug
- Topic: [1.1.74] Artillery not generating chunks
- Replies: 7
- Views: 454
Re: [1.1.74] Artillery not generating chunks
In one sentence, what I don't like for consistency is: "I can not predict, at what point in time artillery will decide to fire at black chunks, and if not firing at a black chunk implies that there are no enemies there". This whole sector was bombarded entirely automatically, I was never p...
- Tue Jan 03, 2023 9:12 am
- Forum: Not a bug
- Topic: [1.1.74] Artillery not generating chunks
- Replies: 7
- Views: 454
Re: [1.1.74] Artillery not generating chunks
Yes, but currently artillery shoots spawners, even if you don't know, that they are there, and they are not explored - expansion spawners outside of radar coverage are a typical artillery firing scenario. I'd even say the mos useful one, preventing biters settling close to your walls. Artillery just...
- Tue Jan 03, 2023 8:31 am
- Forum: Not a bug
- Topic: [1.1.74] Artillery not generating chunks
- Replies: 7
- Views: 454
Re: [1.1.74] Artillery not generating chunks
This is not a bug. Artillery is not shooting "to discover area" but it is shooting to kill enemies. When a chunk is not yet generated (pollution will generate chunks, radars will generate chunks) or it is at one of the generation stages where it has no entities yet, artillery will not sho...
- Tue Jan 03, 2023 7:44 am
- Forum: Not a bug
- Topic: [1.1.74] Artillery not generating chunks
- Replies: 7
- Views: 454
[1.1.74] Artillery not generating chunks
When artillery range is big enough, significantly larger than radar coverage (started happening after artillery range 7): 1. Build artillery somewhere remote, away from pollution cloud, with robots, without visiting the location with the player character 2. The area where the artillery is built is e...
- Tue Jan 03, 2023 7:27 am
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 3448
Re: Entities consuming/producing fluid never go to sleep
Does that mean, that flamethrower defenses are bad for ups?
- Mon Jan 02, 2023 12:00 pm
- Forum: Gameplay Help
- Topic: How does one transition from starter base to megabase?
- Replies: 6
- Views: 570
Re: How does one transition from starter base to megabase?
My main advice is - don't deconstruct working factory until your new concept is working. After you establish your "base" factory, with which you are satisfied, focus on constructing a mall, where you assemble everything you may need for factory expansion and building. Automate weapon produ...
- Fri Dec 30, 2022 3:37 pm
- Forum: News
- Topic: Friday Facts #372 - 2022 recap
- Replies: 18
- Views: 7426
Re: Friday Facts #372 - 2022 recap
Or something contained, like fusion? Although with the teased aliens, I would agree that it is something underwatery.
I am happy that we got a recap, and sad that there are still no news.
Happy New Year everybody! Glad the journey still continues.
I am happy that we got a recap, and sad that there are still no news.
Happy New Year everybody! Glad the journey still continues.
- Mon Dec 26, 2022 2:41 pm
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 104
- Views: 129850
Re: Re-Enable Achievements...
Just had (hopefully) success on version 1.1.74. The last few posts in this thread were really confusing, and have cost me a couple of hours, but I think in the end I succeeded. I had about 200 level.datx files, so it was a rather painful experience. First, I looked for FF FF 00 01 00 without decodin...