Search found 48 matches
- Mon Nov 10, 2025 4:36 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 716
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
That's.. unfortunate if even a small change can have such implications. It definitely doesn't look right though to miss a straight shot for the kill, perhaps it should aim for the center of the tile the small enemies are at and not the center of enemies smaller than 1 tile? ...
I am ...
- Thu Oct 30, 2025 10:14 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 716
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
That's.. unfortunate if even a small change can have such implications. It definitely doesn't look right though to miss a straight shot for the kill, perhaps it should aim for the center of the tile the small enemies are at and not the center of enemies smaller than 1 tile? I really don't know if ...
- Tue Oct 28, 2025 3:55 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 716
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
https://mega.nz/file/BlQzTCYK#mkRZ9gnF8MLHjowOJJ0sWEKnPmC1gCJnfool4y_1pAs
Sure i set it up at the editor in the testing3 save file. You just have to start the time playing. You will see that some small wigglers evade the railgun fire while walking on a single land tile while others get hit after ...
Sure i set it up at the editor in the testing3 save file. You just have to start the time playing. You will see that some small wigglers evade the railgun fire while walking on a single land tile while others get hit after ...
- Tue Oct 28, 2025 9:29 am
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 716
[2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
If you place a 1 tile landfill wide corridor infront of a railgun turret right in front of it's barrel in the middle some small enemies like the small biter, small wiggler and even the medium wiggler will be able to evade the railgun bullets and not every enemy will be hit. Even worse if they reach ...
- Mon Oct 21, 2024 3:08 pm
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 126
- Views: 125523
Re: Factorio: Space Age is here!
Happy to see there is a price parity for the EU compared to the US price. 
- Fri Oct 04, 2024 1:52 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 61042
Re: Friday Facts #431 - Gleba & Captivity
Cultivating bacteria for minerals seems completely unrealistic, unless you feed the bacteria minerals you won't be getting minerals out of thin air from them. And then if you feed them minerals then it makes no sense to cultivate bacteria to get them, you brake down the food instead that is full of ...
- Sun Sep 29, 2024 3:30 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 101648
Re: Friday Facts #430 - Drowning in Fluids
After thinking about it with the current system i would rather have an additive decrease in flow of 50% after every certain pipe length and to have an optical indication (in the alt icon visualization) in the pipe that the drop happens than the chunk instant cutoff. It would feel more natural, not ...
- Fri Sep 27, 2024 5:16 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 101648
Re: Friday Facts #430 - Drowning in Fluids
It is fascinating, how everyone here believes they know it all (but ofc don't) and ignore literally everything one says... :roll:
A little bit oversimplified: A storage tank won't fill to 100% if the pipes to and from it are not also 100% AND assuming there are no weird flow quirks like in ...
- Fri Sep 27, 2024 4:50 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 101648
Re: Friday Facts #430 - Drowning in Fluids
I don't know how to feel just reading all these big changes until i actually get a feel of them ingame. But i will say this i feel a bit sad when i think that way too many of the designs i made over the years catering to the old fluid system issues are meaningless now by upgrading to 2.0.
If it ...
If it ...
- Fri Sep 20, 2024 3:21 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 75199
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Giant worms that are attracted by movement? This is as Dune as it gets! My first impression is that i like them and their mechanics so far but i will withheld my judgement until i will face them in battle. Hopefully devs are willing to make further changes even after the expansion release, for ...
- Fri Sep 13, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 36075
Re: Friday Facts #428 - Reactor & Logistics circuit control
Nice changes! I believe that anything that unnecessary complicates things that shouldn't be as complicated, like a missing feature that needs workarounds to deal with, is bad in practice so i like a lot these changes. Factorio is about automating stuff as much as you can progressively, so anything ...
- Fri Aug 23, 2024 2:12 pm
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 32289
Re: Friday Facts #425 - Behind the legs
With all these optimisations for the fluid system and the spidertrons now, feeling spoiled i want to point out one that is missing up until now and it hitted me harder than others, which is the fog.
I loved building large nuclear plants and every time if i didn't disable fog i faced serious ...
I loved building large nuclear plants and every time if i didn't disable fog i faced serious ...
- Sun May 12, 2024 11:04 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 43284
Re: Friday Facts #410 - Rocket turret & Target priorities
This update makes the stationary spidertron defences that i used obsolete and i love it! No more need to use spidertrons as rocket turrets!
https://www.youtube.com/watch?v=JWTlgFCgP8E
Oh, man. I can already tell vanilla rocket turrets are gonna suck ass...
So, from the footage in the FFF ...
https://www.youtube.com/watch?v=JWTlgFCgP8E
Oh, man. I can already tell vanilla rocket turrets are gonna suck ass...
So, from the footage in the FFF ...
- Tue Apr 30, 2024 8:30 am
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 60625
Re: Friday Facts #408 - Statistics improvements, Linux adventures
A small aesthetic change for easier visibility i would like to see, for the graphs to have colored lines on a white background instead of colored lines on a black background. Colors have better visibility on a whiteboard than on a blackboard, hopefully we can have a similar experience ingame as well ...
- Fri Apr 05, 2024 10:28 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 51038
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I would like to have in the game an option of a more advanced interaction between a logistic network and the player or spidertron logistics it interacts with. To be able to set specific logistic networks to only provide items, only take items, or do both to the player or spidertrons that it is ...
- Fri Mar 22, 2024 5:17 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 53094
Re: Friday Facts #403 - Train stops 2.0
Amazing stuff as always! I barely comment since i always find everything well thought out and have nothing of value to add.
This time i was thinking of something i would like to ask for the train stations which might make them more convenient. Why not make train stops handle the fuel refueling ...
This time i was thinking of something i would like to ask for the train stations which might make them more convenient. Why not make train stops handle the fuel refueling ...
- Sat Sep 09, 2023 7:36 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 342651
Re: Friday Facts #375 - Quality
Generally i like the idea and a lot of things i would like to address was already said by others.
The one thing i would like to ask is about blueprints and quality. How will blueprints work when you use quality buildings and structures? Would you need to build multiple blueprints for every building ...
The one thing i would like to ask is about blueprints and quality. How will blueprints work when you use quality buildings and structures? Would you need to build multiple blueprints for every building ...
- Sat Jan 14, 2023 2:49 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Saving production using priority lane balancers.
- Replies: 0
- Views: 2313
Saving production using priority lane balancers.
https://youtu.be/aoasUzndRlA
In the video above i talk about priority lane balancers i made, and how useful they can be for your smelting and production needs by saving lanes of materials and better utilizing your productivity modules. They do the job a common balancer plus a lane balancer can do ...
In the video above i talk about priority lane balancers i made, and how useful they can be for your smelting and production needs by saving lanes of materials and better utilizing your productivity modules. They do the job a common balancer plus a lane balancer can do ...
- Fri Feb 04, 2022 6:25 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 176288
Re: Friday Facts #367 - Expansion news
The released art makes me hopeful that there will be some form of usage for water tiles, maybe water resources and enemies. 
- Mon May 31, 2021 8:16 am
- Forum: Railway Setups
- Topic: Fastest Water/Fluid Loading/Unloading Station! 104 ticks to load and 105 ticks to unload!
- Replies: 2
- Views: 11685
Re: Fastest Water/Fluid Loading/Unloading Station! 104 ticks to load and 105 ticks to unload!
It is a bit slower when unloading due to the storage tanks, 108 ticks and that only if they are completely empty when unloading, it will be worse with half filled tanks for example. The same won't happen with fluid wagons...