Search found 99 matches
- Tue Sep 09, 2025 4:27 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Achievements disabled when decreasing tree coverage
- Replies: 13
- Views: 1802
Re: [2.0.66] Achievements disabled when decreasing tree coverage
I believe I found the underlying issue. The way tree coverage works, the internal numeric value gets smaller as coverage increases, and larger as it decreases. However the check for “was it increased beyond normal” only ever checks if the numeric value is larger than normal.
I hope this can be ...
- Sat Sep 06, 2025 4:14 pm
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 1014
Re: Why a 7 minute day/night cycle?
25200 / 60 = 420 Seconds
I’m not saying this is the official reason, but it is a reason : round numbers are like, so cool, dude.
nobody (and I mean nobody) measures output, achievements, progression in game, etc. by the number of days or ticks that have passed. Everything is expressed/measured ...
- Sat Sep 06, 2025 4:12 pm
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 1014
Re: Why a 7 minute day/night cycle?
This conversation might be nerdier than the ones I have with my LEGO friends.
Well played everyone!
Well played everyone!
- Fri Sep 05, 2025 3:18 am
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 1014
Re: Why a 7 minute day/night cycle?
Hmm...
I remembered exactly 25,000 ticks as well. However, the wiki now says the day night cycle is 25,200 ticks and exactly 7 minutes. Did they change this in 2.0?
A day in game lasting exactly 36,000 ticks seems to make even more sense now. That number is more round and obviously corresponds ...
I remembered exactly 25,000 ticks as well. However, the wiki now says the day night cycle is 25,200 ticks and exactly 7 minutes. Did they change this in 2.0?
A day in game lasting exactly 36,000 ticks seems to make even more sense now. That number is more round and obviously corresponds ...
- Fri Sep 05, 2025 2:44 am
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 1014
Re: Why a 7 minute day/night cycle?
I did see that on the wiki.
I would argue the number of ticks in a day is totally unimportant because nobody (and I mean nobody) measures output, achievements, progression in game, etc. by the number of days or ticks that have passed. Everything is expressed/measured in items per/second or minute ...
I would argue the number of ticks in a day is totally unimportant because nobody (and I mean nobody) measures output, achievements, progression in game, etc. by the number of days or ticks that have passed. Everything is expressed/measured in items per/second or minute ...
- Fri Sep 05, 2025 2:33 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Achievements disabled when decreasing tree coverage
- Replies: 13
- Views: 1802
Re: Achievements are falsely being disabled.
For me the achievements are disabled if I change tree settings up or down on the current experimental 2.0.66 build. I guess I will have to keep them at 100% until this is addressed.
Once again, the script explaining why the achievements are disabled could be changed to say any adjustment of trees ...
Once again, the script explaining why the achievements are disabled could be changed to say any adjustment of trees ...
- Fri Sep 05, 2025 2:17 am
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 1014
Why a 7 minute day/night cycle?
Why does Factorio have a 7 minute day/night cycle? It seems rather random.
I am sure the answer is technical from when the game was first created, or perhaps it was a certain system that determined the day length way back then. And, for the most part, the days just kind of happen in the background ...
I am sure the answer is technical from when the game was first created, or perhaps it was a certain system that determined the day length way back then. And, for the most part, the days just kind of happen in the background ...
- Wed Sep 03, 2025 6:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Achievements disabled when decreasing tree coverage
- Replies: 13
- Views: 1802
Re: Achievements are falsely being disabled.
To reproduce this issue. Start a new map and turn tree frequency and coverage all the way down. Then try to start the map.
It is happening on standard settings and deathworld marathon settings. Likely the case in all scenarios.
It is happening on standard settings and deathworld marathon settings. Likely the case in all scenarios.
- Wed Sep 03, 2025 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Achievements disabled when decreasing tree coverage
- Replies: 13
- Views: 1802
Re: Achievements are falsely being disabled.
There is no save file. It is disabling achievements when I am trying to create and start the map. Is this not happening when lowering tree settings on the current version for the devs?
I could start the map after confirming that the achievements will be disabled, save the game, and then send that ...
I could start the map after confirming that the achievements will be disabled, save the game, and then send that ...
- Wed Sep 03, 2025 3:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.66] Achievements disabled when decreasing tree coverage
- Replies: 13
- Views: 1802
[2.0.66] Achievements disabled when decreasing tree coverage
I am setting up literally the hardest map settings possible on vanilla Factorio. Deathworld Marathon, highest desert/sand settings, no water, minimal grass, minimal trees. Enemies at 600% and 600%.
I turned trees down to the absolute minimum, but I am getting the message for almost all available ...
I turned trees down to the absolute minimum, but I am getting the message for almost all available ...
- Sat Aug 30, 2025 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Some QOL for those of us that actually fight the bugs.
- Replies: 5
- Views: 379
Some QOL for those of us that actually fight the bugs.
Not many people play this game with a ton of action, fighting enemies throughout their campaign. However, I do. There a couple of easy QOL improvements that would help in the heat of battle.
Number one, when I die and pick up my body, put the weapons back in their previous configuration from when ...
Number one, when I die and pick up my body, put the weapons back in their previous configuration from when ...
- Fri Aug 22, 2025 12:55 pm
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 12
- Views: 2121
Re: Red vs Yellow Ammo in edge case Deathworld scenarios.
I have tried turret creep on maps like this in the past. It always failed me because my reflexes are not what they were 40 years ago. The number of biters, spitters, and worms in these nests end up killing a lot of guns and the ammo with them. I truly wish there was a command for inserting 10 ammo ...
- Fri Aug 15, 2025 4:14 am
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 12
- Views: 2121
Re: Red vs Yellow Ammo in edge case Deathworld scenarios.
https://www.youtube.com/@ragequitgaming8937
Do you waste that many ammo intentionally?
When spawner absorbs pollution it puts absorbed amount into buffer. When spawner births another bug it don't subtract pollution immediately: pollution will be subtracted from buffer when and only IF most ...
- Wed Aug 13, 2025 12:45 am
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 12
- Views: 2121
Re: Red vs Yellow Ammo in edge case Deathworld scenarios.
Yellow ammo seems to be more cost efficient for the majority of the cases. There are few cases where red ammo is vastly superior, namely when red ammo exceeds the flat reduction but yellow does not. For example, against big biters at physical projectile damage 2 red ammo is a 885% improvement over ...
- Tue Aug 12, 2025 1:06 pm
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 12
- Views: 2121
Re: Red vs Yellow Ammo in edge case Deathworld scenarios.
I can't understand if you talking about early balance (you told about early factory setup) or about mid-to-late balance (you told about repeatable weapon damage techs).
In early game turrets are just bug attractors giving you time to move over and kill bugs with grenades.
Since mid game laser ...
- Mon Aug 11, 2025 4:50 pm
- Forum: General discussion
- Topic: Red vs Yellow Ammo in edge case Deathworld scenarios.
- Replies: 12
- Views: 2121
Red vs Yellow Ammo in edge case Deathworld scenarios.
I know the 2.046 red ammo recipe change isn't as big of a deal for most factorio players. But for me, this is game changing.
I just came back to the game after a 9 month hiatus. I was streaming a Maxed out Enemies Deathworld Marathon Desert map from last year where I have run out of iron and ...
I just came back to the game after a 9 month hiatus. I was streaming a Maxed out Enemies Deathworld Marathon Desert map from last year where I have run out of iron and ...
- Thu Oct 24, 2024 2:04 pm
- Forum: General discussion
- Topic: Who's going peaceful for their first run?
- Replies: 18
- Views: 3798
Re: Who's going peaceful for their first run?
I literally had to use a train to get to oil, car alone wasn't cutting it.
But Drakken's situation looks even worse !
(Unless there's some free oil spot I am missing ?)
I purposefully don't allow oil in my starting area and I also make it so I can't get to oil unless I have to clear out ...
- Thu Oct 24, 2024 1:50 pm
- Forum: General discussion
- Topic: Who's going peaceful for their first run?
- Replies: 18
- Views: 3798
Re: Who's going peaceful for their first run?
I will try playing Deathworld Marathon on this map. Because I like pain!
https://steamcommunity.com/sharedfiles/filedetails/?id=3352531997
Wow, that doesn't look survivable! It would actually be quite fun to see a playthrough of something like this to see how an expert player would handle ...
- Thu Oct 24, 2024 1:34 pm
- Forum: Gameplay Help
- Topic: Bulk Apply Target Priorities
- Replies: 7
- Views: 1782
Re: Help setting up turret target priorities
Thank you. I am going to do it through blueprints before I place the turrets.
I play on crazy biter settings so it would be rather cumbersome to set the priorities after I place the turrets.
I play on crazy biter settings so it would be rather cumbersome to set the priorities after I place the turrets.
- Thu Oct 24, 2024 1:00 pm
- Forum: Gameplay Help
- Topic: Bulk Apply Target Priorities
- Replies: 7
- Views: 1782
Help setting up turret target priorities
Is there a way other than the copy and paste method to set targeting priorities in your turrets?
For instance can you select all turrets in some way?
Not sure if blueprints for turrets can set priorities to entities as you place them on the blueprints as well. Although, I don't allow robots (as ...
For instance can you select all turrets in some way?
Not sure if blueprints for turrets can set priorities to entities as you place them on the blueprints as well. Although, I don't allow robots (as ...