Search found 51 matches
- Wed Nov 13, 2024 9:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products
- Replies: 13
- Views: 5014
Re: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products
Shame, it seemed a pretty cool dynamic...
- Sat Nov 09, 2024 10:29 am
- Forum: Pending
- Topic: [2.0.15][MacOs] Deconstructed Space Platform Buildings sometimes disappear
- Replies: 2
- Views: 119
[2.0.15][MacOs] Deconstructed Space Platform Buildings sometimes disappear
I'm tweaking my space platform that I use for space science to prepare for my first interplanetary journey.
When I cut and paste buildings, sometimes the building just disappears and is lost
When I cut and paste buildings, sometimes the building just disappears and is lost
- Fri Oct 25, 2024 3:46 am
- Forum: Balancing
- Topic: Quantum Processor Tech needs biter eggs? Why?
- Replies: 3
- Views: 794
Quantum Processor Tech needs biter eggs? Why?
I'm confused... Why is the biter egg handling tech needed to research quantum processors?!
As far as I can tell, quantum processors don't need biter eggs as part of their crafting...
As far as I can tell, quantum processors don't need biter eggs as part of their crafting...
- Mon Oct 21, 2024 8:30 pm
- Forum: Not a bug
- Topic: 2.0.7: Superconductors recyclable?
- Replies: 8
- Views: 1896
Re: 2.0.7: Superconductors recyclable?
The reason they aren’t is because all tier 3 modules have their unique ingredient not recycle into ingredients but into itself. We could revisit for the suprconductor though. I see. That makes sense, though it also removes quite a bit of complexity and potential fun of working out how to get legend...
- Mon Oct 21, 2024 8:23 pm
- Forum: Ideas and Suggestions
- Topic: Add recyclability to Factoriopedia
- Replies: 0
- Views: 90
Add recyclability to Factoriopedia
It is confusing what is and is not recyclable (e.g., Jelly is not recyclable despite being craft-able in an assembly machine). Please add this information to Factoriopedia.
- Mon Oct 21, 2024 8:20 pm
- Forum: Not a bug
- Topic: 2.0.7: Superconductors recyclable?
- Replies: 8
- Views: 1896
2.0.7: Superconductors recyclable?
Should superconductors be recyclable?
At the moment, they seem to recycle to nothing. In contrast, Quantum Processors can be recycled. This disparity is highly confusing.
At the moment, they seem to recycle to nothing. In contrast, Quantum Processors can be recycled. This disparity is highly confusing.
- Mon Oct 14, 2024 2:03 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 35793
Re: Friday Facts #432 - Aquilo
I really like the heat pipe mechanic. It provides great gameplay. Maybe it is unrealistic - who cares, so is carrying around twenty nuclear reactors in your pockets!! I also really like that space platforms can gather resources - and potentially channel those resources to planets. I don't want that ...
- Sun Oct 06, 2024 2:22 am
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 31938
Re: Friday Facts #431 - Gleba & Captivity
I want a space greenhouse! It makes sense that the engineer should be able to grow Gleba plants in space and other planets. I wouldn't mind it being super expensive and locked behind end-game tech, but I want it! You could have the green house require rock, sulfur and a carbon source, and then the G...
- Sun Sep 22, 2024 3:30 am
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 154
- Views: 31463
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
I think it'd be nice if once you go beyond a certain number of territories (i.e., Demolisher's killed), the edge-most territories start having a chance of being reclaimed by Demolishers.
- Sat Sep 21, 2024 1:33 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59291
Re: Friday Facts #414 - Spoils of Agriculture
Will we get a greenhouse? So we can grow and farm on other planets? It could be locked behind end-game tech, but it would be nice to have. Looking at the videos from people who attended the LAN party, one of the complaints seems to be that Gleba doesn't give the player much that they can take to oth...
- Fri Sep 20, 2024 6:57 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 154
- Views: 31463
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
That is very cool that. I'm looking forward to the expansion release!! I'm interested to see how not needing any passive defense on Vulacanus will play out. It seems pretty antithetical to Factorio to me - as a big part of vanilla is that biters continually drain your resources, until you've investe...
- Fri Aug 23, 2024 5:19 pm
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 17299
Re: Friday Facts #425 - Behind the legs
It is really cool stuff overall! I'm so looking forward to the expansion! and really impressed by the continued quality, and thoughtfulness behind the design and implementation of everything. Two minor points: 1. I don't love the new Spidertron animation (even the fixed smooth version), as compared ...
- Thu Aug 22, 2024 12:18 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35719
Re: Friday Facts #424 - Gleba Pentapod Enemies
I'm a big fan of the new enemies. I really like how they differ from the biters both aesthetically and mechanically (as they can travel over walls, and even fire enemies over walls!). It's all very cool. One tiny thing: the animation for the laser targeting the Stomper looks really strange, e.g. at ...
- Mon Aug 19, 2024 11:16 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35719
Re: Friday Facts #424 - Gleba Pentapod Enemies
I would genuinely like to hear your reasoning why an 'arachnophobia mode' would affect other people's play experience. People keep acting like the suggestion, a toggle that disables legs and/or eyes (which admittedly WOULD make the game harder since the Stompers attack with their legs, but at least...
- Mon Aug 19, 2024 10:53 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35719
Re: Friday Facts #424 - Gleba Pentapod Enemies
WebMD and NIH. If you're going to tell me that the epidemiologists used by those sources don't actually do research, they just trust self-reporting... I mean, that's some paranoia right there. Yes, psychology generally relies on self reports. Crafting the questionnaires, paying people to take them,...
- Mon Aug 19, 2024 3:00 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35719
Re: Friday Facts #424 - Gleba Pentapod Enemies
As others already pointed out, getting rid of peaceful mode does sound annoying and feels a little like a step back to old alien drops. Other than that I like the design. I am certain they will a) keep peaceful mode and b) keep the option of entirely disabling enemies (and likely allow disabling en...
- Mon Aug 19, 2024 2:30 pm
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35719
Re: Friday Facts #424 - Gleba Pentapod Enemies
About 1 in 6 adults have trypophobia; about 3-5% have true arachnophobia. Reducing your market by about 20% seems silly; small developers need to cover their costs, and a low-effort solution to make sure 20% of their population purchase the expansion and don't ask for refunds is just good business....
- Mon Aug 05, 2024 12:20 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 43233
Re: Friday Facts #380 - Remote view
I have a big problem with the 'instant remote rotate' , working as described in the FFF: ...we realized that making rotation just an instant action might be the way out. It doesn't break the immersion too much and simplifies everything greatly for us and for the player, so we just did that. I think...
- Sun Aug 04, 2024 11:38 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 23943
Re: Friday Facts #410 - Rocket turret & Target priorities
Will we be able to set a minimum firing range (greater than the minimum turret range), and also limit the firing arc? I'd love to be able to use explosive rocket ammo, and I think without those features there would be too much self damage (e.g., explosive rockets blowing up other turrets and walls)....
- Sat Aug 03, 2024 4:15 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 20160
Re: Friday Facts #422 - Tesla Turret
Does "must be made on Fulgora" mean that it needs holmium from Fulgora? or that the recipe can only be crafted on Fulgora?
I hope it's the later - as having the recipes only craft-able in certain locations seems really weird (and immersion breaking).
I hope it's the later - as having the recipes only craft-able in certain locations seems really weird (and immersion breaking).