Search found 26 matches
- Sat Nov 08, 2025 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8196
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 ...
- Sat Nov 08, 2025 9:38 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8196
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.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.
- Tue Nov 04, 2025 9:14 am
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 23
- Views: 1231
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 ...
- Tue Nov 04, 2025 7:42 am
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 23
- Views: 1231
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 ...
- Mon Nov 03, 2025 8:27 pm
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 23
- Views: 1231
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 ...
- Mon Nov 03, 2025 8:26 pm
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 23
- Views: 1231
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 ...
- Mon Nov 03, 2025 6:27 pm
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 23
- Views: 1231
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 ...
- Sun Nov 02, 2025 8:00 am
- Forum: Modding discussion
- Topic: AI generated assets and disclosure
- Replies: 23
- Views: 1231
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)
- 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: 516
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 ...
- 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: 516
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 ...
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 ...
- Sat Oct 25, 2025 4:33 am
- Forum: Ideas and Suggestions
- Topic: Option to set "active quickbars" to 0
- Replies: 1
- Views: 200
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 ...
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 ...
- 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.
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.
- 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 ...
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 ...
- 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 ...
- 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 ...
- Tue Sep 16, 2025 8:59 am
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 5781
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.
- Tue Sep 16, 2025 8:48 am
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 63
- Views: 9963
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. Itβs actually quite important for throughput.
given the fact that quality ...
- Tue Sep 16, 2025 8:16 am
- Forum: Ideas and Suggestions
- Topic: Display Aquilo heating value in tooltips
- Replies: 12
- Views: 4624
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.
- Tue Sep 16, 2025 8:07 am
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 63
- Views: 9963
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 ...
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 ...
- 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
well, that does solve my problem. thank you!Amarula wrote: Sun Sep 14, 2025 1:36 pm There is a mod for that: https://mods.factorio.com/mod/Enemy_Color