Search found 4841 matches

by mmmPI
Mon Jan 12, 2026 3:37 pm
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?


@mmmPi
What a gigantic wall of nonsense you just wrote. As always you oppose every single suggestion about changing the game, I think because YOU are just allergic to changes. You criticize other people's arguments yet your own are utter nonsense.
The game as it is right now is not in a good shape ...
by mmmPI
Mon Jan 12, 2026 8:40 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?


A huge problem is that neither new planetary buildings nor Quality get their time to shine outside of the planetary science setups if your goal is to just beat the game, which I'd assume would be most people's goal.
Foundations would be very useful on Vulcanus and Fulgora, but by the time you can ...
by mmmPI
Sun Jan 11, 2026 10:00 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?


I browsed the mods to get an idea what others did, but I didn't find anything that really appealed to me. Every mod seems to bring a large number of research, new recipes and new items with its own dependency tree with them. I hesitate to try these mods, because I'm not sure how balanced they are ...
by mmmPI
Sat Jan 10, 2026 7:53 am
Forum: Mods
Topic: Simulation & logging mod: making factory behavior observable
Replies: 4
Views: 505

Re: Simulation & logging mod: making factory behavior observable

It reminded me of that galileo quote they put in civilization game when you research the scientific method : "Measure what is measurable, and make measurable what is not so" :) I know there's often demands for more statistics to be available in game, or different presentation, but that's also a ...
by mmmPI
Sat Jan 10, 2026 6:34 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?

It's very possible to try mods randomly, just go to the portal and pick a few , exactly as if you were going to the gym and you'd try random machine for weight training, maybe you have no idea which mod is best for you, and trying random stuff is a good way to not stick onto preconceived opinion ...
by mmmPI
Thu Jan 08, 2026 9:27 pm
Forum: Implemented mod requests
Topic: A sibling API to play_sound: play_music
Replies: 30
Views: 3330

Re: A sibling API to play_sound: play_music

Good to hear ! So many things to try :)
by mmmPI
Thu Jan 08, 2026 9:16 pm
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?

MeduSalem wrote: Thu Jan 08, 2026 7:27 pm New stuff where on a philosophical level you as a human being feel a personal development rather than being stuck doing the same boring stuff over & over again.
You sound like a fun teamate, filled with enthusiasm and positivity, you should try multiplayer :lol:
by mmmPI
Wed Jan 07, 2026 10:33 am
Forum: Gameplay Help
Topic: how do i ssetup a circut to remove fluids?
Replies: 9
Views: 517

Re: how do i ssetup a circut to remove fluids?

When looking at the picture one more time, i noticed the pump tickbox for "enable/disable" isn't ticked in one of the picture , only the condition is set maybe that's what causes the pump to behave unexpectedly ?
by mmmPI
Wed Jan 07, 2026 10:25 am
Forum: Gameplay Help
Topic: How do biters pick machines to attack?
Replies: 2
Views: 190

Re: How do biters pick machines to attack?

When the pollution has been emited and is a red cloud on the map view, the game no longer keep track of which machine produced it, so when that cloud touches some biters, they won't necessarily attack the actual machine that produced the pollution, they will seek what i believe is the closest target ...
by mmmPI
Tue Jan 06, 2026 6:12 pm
Forum: Gameplay Help
Topic: how do i ssetup a circut to remove fluids?
Replies: 9
Views: 517

Re: how do i ssetup a circut to remove fluids?


Without exercising any judgment about whether this is a good idea, if you want to void fluids, here are a couple of ways.

1. If the fluid can be barreled, you can automate voiding it by:

Barreling it
Shipping the barrels to Vulcanus
Having an inserter throw the barrels into the lava




I ...
by mmmPI
Tue Jan 06, 2026 10:48 am
Forum: Questions, reviews and ratings
Topic: [K2] No mining needed: Is that a good thing?
Replies: 7
Views: 463

Re: [K2] No mining needed: Is that a good thing?


No... Is it the same situation over there, too?


Yes , since you start with "nothing" all the ressources you will ever need are obtainable from "nothing". That means no mining at all whatsoever, usually it's balanced by having byproducts and more and more complex chain for more efficient use of ...
by mmmPI
Tue Jan 06, 2026 7:17 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?

It says in the description of the warp drive mod : https://mods.factorio.com/mod/Warp-Drive-Machine that : " You need to to start a new game to play this mod. Do NOT add it to saved games." It's obviously not a good recommendation for a mod to add to a late game, on the contrary , because it's a mod ...
by mmmPI
Mon Jan 05, 2026 5:35 pm
Forum: Questions, reviews and ratings
Topic: [K2] No mining needed: Is that a good thing?
Replies: 7
Views: 463

Re: [K2] No mining needed: Is that a good thing?

Have you ever played a seablock modpack ?
by mmmPI
Mon Jan 05, 2026 2:34 pm
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?

It's tough to propose a mod that adds no new recipe, no new buildings, no new tech, but yet propose something meaningful to do for "post-game". It sound like quality already does exactly that, but then it's "no fun and tedious".


When I have quality, I don't have a need for that spidertron any ...
by mmmPI
Mon Jan 05, 2026 10:05 am
Forum: Mods
Topic: Simulation & logging mod: making factory behavior observable
Replies: 4
Views: 505

Re: Simulation & logging mod: making factory behavior observable

It's not really about internals, or specific implementation details, a bit about design decisions, but mostly about the presentation : i think it would benefit the mod if there was an example of the collected data. You most likely have a workflow to analyze them, but not me, as an experienced player ...
by mmmPI
Mon Jan 05, 2026 7:42 am
Forum: Questions, reviews and ratings
Topic: [K2] No mining needed: Is that a good thing?
Replies: 7
Views: 463

Re: [K2] No mining needed: Is that a good thing?

I don't get the timing of the question, it has always been possible to do so in K2 as far as i'm aware, even before Space Age, but now it's also possible in Space Age so in my book, the question itself has vanished, like it was a difference "before" space age, that K2 introduced with matter ...
by mmmPI
Mon Jan 05, 2026 12:30 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?

There exist a wide range of interaction people can have that are not competing, nor isolating themselves, it's very simplistic to imply differently imo. And there's no ranking for SPM or megabase, it's more people who cooperate with each other. But even if you're isolating yourself to play your ...
by mmmPI
Sun Jan 04, 2026 10:04 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 40
Views: 3505

Re: What to do in the Space Age post game?


Is there any mod that accomplishes that? I don't want more recipes, not more tech, not more buildings, I want to build something meaningful with the existing stuff.


I suppose the definition of meaningful allow very different mod to fit your request. It's been 2 weeks i'm trying to build a giant ...
by mmmPI
Sun Jan 04, 2026 8:58 am
Forum: Combinator Creations
Topic: Five-in-a-row game, with deep-learning AI
Replies: 29
Views: 14399

Re: Five-in-a-row game, with deep-learning AI


If you can run both versions side by side, then it should not be very difficult to find out where the difference is. Besides missing signals, Factorio 2.0 may have also changed the behavior of combinators in such a way that it does not work well any more.


I didn't think combinator behavior ...
by mmmPI
Thu Jan 01, 2026 9:27 pm
Forum: Gameplay Help
Topic: Ribbon world train problem
Replies: 5
Views: 462

Re: Ribbon world train problem


I couldn't think of a way to restrict access to the stations to only the stacker (without back and forth shenanagins) since they can just exit the stacker through any existing station (which needs to be able to reach the smelter whever it is).

Me neither, apart from not having stackers with ...

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