Search found 69 matches

by Necronium
Sat Sep 20, 2025 2:40 pm
Forum: Ideas and Suggestions
Topic: Productivity to increase Sience's "drain" value (increase "magazin" for sience packs)
Replies: 1
Views: 298

Re: Productivity to increase Sience's "drain" value (increase "magazin" for sience packs)

What would be point of it tho? You already have infinite tech that gives you more research per science pack
by Necronium
Mon Sep 08, 2025 5:21 pm
Forum: Ideas and Suggestions
Topic: Turret range is barely visible when building new one
Replies: 3
Views: 478

Re: Turret range is barely visible when building new one

That would be nice. I had to make some defenses on the empty land then copy paste that on ship cause bigger range turrets were obscuring gun ones.
by Necronium
Wed Sep 03, 2025 3:37 am
Forum: General discussion
Topic: it's been almost a year, can we please get more?
Replies: 3
Views: 806

Re: it's been almost a year, can we please get more?

There is literaly zero logical reason stated here why any of those ideas should be implemented. If you want to play broken game like that just download mods - there is your tick box for each idea that you were suggesting
by Necronium
Thu Aug 21, 2025 3:11 am
Forum: Ideas and Suggestions
Topic: No gamble quality via material for quality
Replies: 4
Views: 515

Re: No gamble quality via material for quality

So let me be clear, you want remove entire point of Quality mechanic and just get rewards from it? It is easier to download mod that gives you quality you want rather than rewrite entire automatic thing that we have now to cater to your suggestion. It isnt like it is novel one we already had dozens ...
by Necronium
Thu Aug 21, 2025 2:49 am
Forum: Ideas and Suggestions
Topic: Resources mined as one (no "red" miners anymore)
Replies: 3
Views: 437

Re: Resources mined as one (no "red" miners anymore)

Not sure what this suggestion is even aiming for? It isnt QoL in the first place. You want to put one miner instead for example 50 or more. How would you baalnce cost of making that miner, nevermind footprint of it. This screams like you invented problem and now you want others to solve it. Same ...
by Necronium
Wed Aug 06, 2025 3:11 am
Forum: Ideas and Suggestions
Topic: Separate Normal And DLC Achievements.
Replies: 4
Views: 911

Re: Separate Normal And DLC Achievements.

Each link directs to the same thing said by just one guy, AFAIK devs were asked this question and said that Steam doesnt support separete achivs for base and DLC and one of responses in those threads says so - there is no info on official Steam guides for thing like this. So it is most likely some ...
by Necronium
Mon May 05, 2025 5:57 am
Forum: Ideas and Suggestions
Topic: Achievement saving to account
Replies: 4
Views: 624

Re: Achievement saving to account



ingame achievemnts gets reset when you start new map


No?

They might sync with Steam (although I don't remember for sure if they sync both ways), if you use that version.


Yeah I have some brainfart with this one. Not sure why I thought that they reset with new map or maybe that was the ...
by Necronium
Sat May 03, 2025 5:55 pm
Forum: Ideas and Suggestions
Topic: Achievement saving to account
Replies: 4
Views: 624

Re: Achievement saving to account

Do you mean Steam achievments? Or just in game. Cause ingame achievemnts gets reset when you start new map and thats normal way.
by Necronium
Tue Apr 29, 2025 3:30 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.46] Rocket silo launches are broken
Replies: 7
Views: 2743

Re: [2.0.46] Rocket silo launches are broken

Was thinking that it was just mine and happened once but after second time I wanted to report it. Good that it will be fixed
by Necronium
Tue Apr 08, 2025 4:30 am
Forum: Ideas and Suggestions
Topic: UPS friendly endgame - reducing entity count with new OP items.
Replies: 8
Views: 1218

Re: UPS friendly endgame - reducing entity count with new OP items.

This screams like download mods in kind of god modules like in Bob's.
by Necronium
Fri Mar 14, 2025 7:19 am
Forum: PyMods
Topic: Thanks, Py, and a couple of ideas.
Replies: 52
Views: 22890

Re: Thanks, Py, and a couple of ideas.

There is literally Phytomining tech in py already, it will give you some ores via specialized biomass processing
by Necronium
Sun Nov 24, 2024 2:36 am
Forum: PyMods
Topic: Cannot find antimony
Replies: 5
Views: 1578

Re: Cannot find antimony

Yeah thats exactly what I meant. Sadly forgot that 2.0 changed how map is made and after using your settings I get different map so it is hard to see if antimony is somehere there
by Necronium
Thu Nov 21, 2024 3:15 am
Forum: PyMods
Topic: Cannot find antimony
Replies: 5
Views: 1578

Re: Cannot find antimony

You can find settings of map and copy it via icon that you can find in load map menu. Its the one beside delete icon. Its really strange that there isnt any antimony patch there, could be just you are really unlucky
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11-21-2024, 04-15-15.png (594.03 KiB) Viewed 1443 times
by Necronium
Mon Nov 18, 2024 11:45 pm
Forum: PyMods
Topic: Cannot find antimony
Replies: 5
Views: 1578

Re: Cannot find antimony

Did you look for pinkish patch? It is similar to native flora on map that can be mistaken as such. Can you share screenshoot of your map/seed of it?
by Necronium
Fri Nov 08, 2024 9:14 pm
Forum: Ideas and Suggestions
Topic: Agricultural Tower Grid
Replies: 18
Views: 3413

Re: Agricultural Tower Grid

Yeah thats good one.
by Necronium
Fri Nov 01, 2024 2:53 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 173
Views: 47804

Re: Add option for mixed Quality in Assemblers

Dont misunderstood me. I would love to have any quality recipe too. I would be even fine if recipe like that wouldnt have productivity bonus to remove exploit. But it is what it is.
by Necronium
Fri Nov 01, 2024 5:27 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 173
Views: 47804

Re: Add option for mixed Quality in Assemblers

we already had any quality recipe before release aand it was removed due to exploits that it brought. Devs even stated that system like that with weight for quality isnt possible with current implementation
by Necronium
Sun Oct 06, 2024 1:32 am
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 56524

Re: Friday Facts #431 - Gleba & Captivity





7 Factorio 1.0 science packs. + 4 planet-specific from new planets.
But biolab showcase features 12 types of science packs.
Or I'm getting colorblind due to old age...

The 12th Type MIGHT be the spoiled bioscience pack


12th science is endgame science as white is in current version of ...

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