Search found 26 matches

by juliawtapp
Sat Nov 08, 2025 7:13 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8199

Re: Make promethium spoil, and quickly



when was this? I can't find any mention in the changelogs of promethium science packs ever having had spoil time.


If it ever was the case (and I sort of vaguely remember that it might have been), it was before the full release of Space Age, and we had only heard of it from playtesters.


I ...
by juliawtapp
Sat Nov 08, 2025 9:38 am
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8199

Re: Make promethium spoil, and quickly

mmmPI wrote: Fri Nov 07, 2025 2:43 am
Promethium science packs used to spoil, it's unlikely it comes back, nor on the chunks themselves imo.
when was this? I can't find any mention in the changelogs of promethium science packs ever having had spoil time.
by juliawtapp
Tue Nov 04, 2025 9:14 am
Forum: Modding discussion
Topic: AI generated assets and disclosure
Replies: 23
Views: 1234

Re: AI generated assets and disclosure


I feel this request as psychological or political, but not technical. This reminds me of long gone discussions when some people didn't want to use apps developed with Turbo Pascal or compiled by some given compiler.


I agree - it's a politically / ideologically based thing. Hence my original ...
by juliawtapp
Tue Nov 04, 2025 7:42 am
Forum: Modding discussion
Topic: AI generated assets and disclosure
Replies: 23
Views: 1234

Re: AI generated assets and disclosure





Previous discussion

I appreciate when the Author of a Mod is honest enough to disclose that they have used "AI" tools for the code or graphical assets of their Mod - so that I can ignore it completely. :lol:


Why does it matter to you so much, if author coded for 1000 hours making a ...
by juliawtapp
Mon Nov 03, 2025 8:27 pm
Forum: Modding discussion
Topic: AI generated assets and disclosure
Replies: 23
Views: 1234

Re: AI generated assets and disclosure



Previous discussion

I appreciate when the Author of a Mod is honest enough to disclose that they have used "AI" tools for the code or graphical assets of their Mod - so that I can ignore it completely. :lol:


Why does it matter to you so much, if author coded for 1000 hours making a super ...
by juliawtapp
Mon Nov 03, 2025 8:26 pm
Forum: Modding discussion
Topic: AI generated assets and disclosure
Replies: 23
Views: 1234

Re: AI generated assets and disclosure



I have a philosophical objection to it and will take a child's crayon drawing over an image used with any form of generative AI as the point of artistic expression to me is to see the work done by another person, to connect with someone via their creations. To me AI is counter productive and a ...
by juliawtapp
Mon Nov 03, 2025 6:27 pm
Forum: Modding discussion
Topic: AI generated assets and disclosure
Replies: 23
Views: 1234

Re: AI generated assets and disclosure


Sure people make ugly stuff with AI, and it's obvious AI were used in some cases, but how does that deserve a separate category compared to when there's just nothing ? or like a 2 second paint placeholder ? what's the purpose if not creating an arbitrary rules for the sake of it ? Why not create a ...
by juliawtapp
Sun Nov 02, 2025 8:00 am
Forum: Modding discussion
Topic: AI generated assets and disclosure
Replies: 23
Views: 1234

Re: AI generated assets and disclosure

I agree, but I'm not sure if it will happen. Making such a change is in one way or another having a "take" on AI and I'm not sure if wube wants to open that can of worms (I could be wrong)
by juliawtapp
Thu Oct 30, 2025 4:59 pm
Forum: Ideas and Suggestions
Topic: Default to ice platform + concrete when first arriving on Aquilo
Replies: 5
Views: 517

Re: Default to ice platform + concrete when first arriving on Aquilo



[T]here are no other valid tiles that one can use as far as I know


Foundation
Hazard concrete, refined concrete, refined hazard concrete


I suppose this is true, but we could assume that a new player probably doesn't want to pave their first aquilo base in foundation and refined hazard ...
by juliawtapp
Wed Oct 29, 2025 8:59 pm
Forum: Ideas and Suggestions
Topic: Default to ice platform + concrete when first arriving on Aquilo
Replies: 5
Views: 517

Re: Default to ice platform + concrete when first arriving on Aquilo

This thread is interesting to me, because I have never personally run into this issue on my playthroughs (not that it doesn't occur).

It's very likely that I just already knew to put down ice platform and concrete from reading that I was meant to in the factoriopedia + tips and tricks briefing on ...
by juliawtapp
Sat Oct 25, 2025 4:33 am
Forum: Ideas and Suggestions
Topic: Option to set "active quickbars" to 0
Replies: 1
Views: 201

Option to set "active quickbars" to 0

TL;DR
I would like if the "active quickbars" slider went to 0.


What?

I don't use the quickbar when I play (I prefer to just grab buildings straight from my inventory), but I can only set it to one row, which sits empty at the bottom of my screen. I know that you can hide the entire gui with ...
by juliawtapp
Thu Oct 23, 2025 6:06 am
Forum: Mod portal Discussion
Topic: IA FILTER
Replies: 2
Views: 228

Re: IA FILTER

I would like this too.

As it currently stands when I check the "recently updated" section there are a number of mods that use AI generated images or content and I would prefer to avoid it; having the option to filter it out would be nice.
by juliawtapp
Wed Oct 15, 2025 8:20 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 15
Views: 1173

Re: Palletization - A Way to Make Trains Relevant in the Late Game

I like this idea conceptually - to speed up train throughput one could load items into a specialized "train dock" building, placed next to the cars.

In my head the best approach would be that this "dock" building would be something like a 2x2 (so three can fit on one side of a train) and would ...
by juliawtapp
Mon Oct 13, 2025 7:32 am
Forum: Ideas and Suggestions
Topic: More intelligent Rocket auto-launch
Replies: 9
Views: 1634

Re: More intelligent Rocket auto-launch



Going through a few silos multiple times to pack requests into them more tightly probably doesn't matter in terms of UPS cost but doing so for hundreds or thousands of silos in my mind means doing all those extra steps for every single rocket silo, which i would imagine would result in hitting a ...
by juliawtapp
Sun Oct 12, 2025 7:07 pm
Forum: Ideas and Suggestions
Topic: More intelligent Rocket auto-launch
Replies: 9
Views: 1634

Re: More intelligent Rocket auto-launch

I feel like the main issue with loading rockets with an algorithm like the above-mentionned first-fit method is not that it can't be done, but that (as mentionned at least once in the thread linked by crimsonarmy) once you get to later game, you have dozens, hundreds, even thousands of rocket silos ...
by juliawtapp
Tue Sep 16, 2025 8:59 am
Forum: Implemented Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 35
Views: 5782

Re: Train condition progress should look clearer when at 100%

+1 for this - as others have said, the bar could be orange until it is complete, at which point it would turn green.
by juliawtapp
Tue Sep 16, 2025 8:48 am
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 63
Views: 9974

Re: Increase cargo size for Legendary Cargo Wagons and Fluid Wagons



On that note, maybe quality train locomotives could accelerate a bit faster and have a slightly higher top speed, too.


This is already provided by quality fuel. But I think braking force would be more useful anyway. It’s actually quite important for throughput.


given the fact that quality ...
by juliawtapp
Tue Sep 16, 2025 8:16 am
Forum: Ideas and Suggestions
Topic: Display Aquilo heating value in tooltips
Replies: 12
Views: 4625

Re: Display Aquilo heating value in tooltips

+1 to this - optimizing what belts / pipes i use on aquilo is part of the fun for me, but only because I learned about differing heat values for belt tiers and undergrounds from a reddit post. If it were visible in game somehow, it would be very helpful.
by juliawtapp
Tue Sep 16, 2025 8:07 am
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 63
Views: 9974

Re: Increase cargo size for Legendary Cargo Wagons and Fluid Wagons

I like this idea, or at the very least I like the idea of trains being better.

Maybe there is a reason that train wagons aren't affected meaningfully by quality, but maybe not? steel / logistics chests were originally unaffected by quality and were patched to be bigger with quality AFAIK

On that ...
by juliawtapp
Sun Sep 14, 2025 4:10 pm
Forum: Ideas and Suggestions
Topic: Change enemy colors when peaceful mode is enabled
Replies: 2
Views: 367

Re: Change enemy colors when peaceful mode is enabled

Amarula wrote: Sun Sep 14, 2025 1:36 pm There is a mod for that: https://mods.factorio.com/mod/Enemy_Color
well, that does solve my problem. thank you!

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