TL;DR
Introduces Antimatter and the Interstellar Pack as a means to address memory strain inherent with late game mega bases while introducing an additional stage of end game content.
What ?
Basic idea:
Starports (costs rocket silos, antimatter)
New techs=Orbital Anti-Matter Warheads ...
Search found 21 matches
- Fri Mar 06, 2020 6:50 am
- Forum: Ideas and Suggestions
- Topic: RAM strain+additional end game solution: Interstellar Pack
- Replies: 1
- Views: 1066
- Sat Aug 10, 2019 1:54 pm
- Forum: Technical Help
- Topic: Hosting a 5K SPM server on AWS, best cost effective setup?
- Replies: 7
- Views: 2804
Re: Hosting a 5K SPM server on AWS, best cost effective setup?
Also, I am not exactly sure, but would a multiplayer instance not be limited by the slowest player playing? I mean, would his pc still not be the bottleneck?
In Factorio, the server goes as fast as it can (to the limit of 60 UPS unless set otherwise), and players that can't keep up are ...
- Sat Aug 10, 2019 1:52 pm
- Forum: Technical Help
- Topic: Hosting a 5K SPM server on AWS, best cost effective setup?
- Replies: 7
- Views: 2804
Re: Hosting a 5K SPM server on AWS, best cost effective setup?
If your rig can't handle a map on SP, going multiplayer will not help. Factorio is bandwidth limited, not CPU limited, for good reason; your DDR3-1333 is not "more than enough" for this workload, and it's not more efficient to have a server do all the simulation at Factorio's level of detail and ...
- Fri Aug 09, 2019 3:30 pm
- Forum: Technical Help
- Topic: Hosting a 5K SPM server on AWS, best cost effective setup?
- Replies: 7
- Views: 2804
Hosting a 5K SPM server on AWS, best cost effective setup?
So I'm at the limits of the game engine and my hardware. I have an i5-2500k, more than enough power but as we all know Factorio only utilizes a couple cores / threads. I'm running at about 30 UPS (and half processor utilization), so about half speed, on my "5K SPM" base - and my power bill has risen ...
- Fri Aug 02, 2019 10:29 pm
- Forum: Outdated/Not implemented
- Topic: Suggestion: Introduce choice to prevent updated ingredient changes but allow new features / bug fixes / content
- Replies: 9
- Views: 4463
Re: Suggestion: Introduce choice to prevent updated ingredient changes but allow new features / bug fixes / content
You guys are missing the point. "Balancing" should be a separated / checkmarked branch / option. Fixes, Features, Content etc... should be able to be enjoyed without the changes to balancing. I very much enjoy the new action bar and updated map editor... there are countless new features and updates ...
- Fri Aug 02, 2019 1:33 am
- Forum: Not a bug
- Topic: [0.17.59] Beacons with Efficiency Modules (level 3) only transmit the power reduction of a single module
- Replies: 5
- Views: 2659
Re: [0.17.59] Beacons with Efficiency Modules (level 3) only transmit the power reduction of a single module
Thanks guys. Just noticing this. This is what happens after 24 hours straight of Factorio
Close thread?

- Thu Aug 01, 2019 6:25 pm
- Forum: Not a bug
- Topic: [0.17.59] Beacons with Efficiency Modules (level 3) only transmit the power reduction of a single module
- Replies: 5
- Views: 2659
Re: [0.17.59] Beacons with Efficiency Modules (level 3) only transmit the power reduction of a single module
Strange. Thanks for the info. Does the "Energy Consumption: -50%" description need to be corrected when placed in a Beacon, then?
- Thu Aug 01, 2019 6:11 pm
- Forum: Not a bug
- Topic: [0.17.59] Beacons with Efficiency Modules (level 3) only transmit the power reduction of a single module
- Replies: 5
- Views: 2659
[0.17.59] Beacons with Efficiency Modules (level 3) only transmit the power reduction of a single module
Pretty straightforward. Beacons with 2 Efficiency Modules only reduce the power consumption by 50% vs 100%. This is tested on Assembly Machines and Miners. Miners and Assembly Machines were loaded with Productivity Modules and Beacons filled with Speed Modules nearby. So at the example I'm looking ...
- Tue Jul 30, 2019 10:22 pm
- Forum: Outdated/Not implemented
- Topic: Suggestion: Introduce choice to prevent updated ingredient changes but allow new features / bug fixes / content
- Replies: 9
- Views: 4463
Suggestion: Introduce choice to prevent updated ingredient changes but allow new features / bug fixes / content
Or stop introducing game breaking ingredient changes. Instead of new fun stuff were getting changes that break bases that some of us have spent hundreds of hours on. Why is this still happening and when will it be actually safe to play? It's such a shame for such a great game to have these ...
- Mon Jul 08, 2019 9:04 pm
- Forum: Ideas and Requests For Mods
- Topic: Replacing current Power Armor visuals with Fallout Tactics Power Armor
- Replies: 5
- Views: 2425
Re: Replacing current Power Armor visuals with Fallout Tactics Power Armor
Aye I figured it would be a problem should I somehow publicly release it, but I didn't plan to. All good, ended up being too big of a project and there arent any animations available for certain things anyway. Anyway, was a cool thought.
- Mon Jul 08, 2019 9:01 pm
- Forum: Gameplay Help
- Topic: Removing tiles in map editor on .17?
- Replies: 3
- Views: 1510
Removing tiles in map editor on .17?
Looks like you can deconstruct everything but tiles for some odd reason. Anyone aware of a way to remove them in the editor?
- Mon Jul 08, 2019 8:57 pm
- Forum: Gameplay Help
- Topic: Generating resources mid game?
- Replies: 1
- Views: 1343
Generating resources mid game?
Hey folks, I made a map in map editor and in order to construct a mega base I disabled all resources and biters. Now I'm at a point where I'm realizing manually placing all the resources doesn't make sense. I'd just like the map to auto generate them like when you first create a map. I'm googling ...
- Fri Jun 28, 2019 3:13 pm
- Forum: This Forum
- Topic: Can I have a thread reviewed for a second mods opinion?
- Replies: 2
- Views: 2106
Can I have a thread reviewed for a second mods opinion?
My post here: viewtopic.php?f=18&t=72651&p=439231#p439231
..was a suggestion / request to improveme post. But it was moved to gameplay help. I'd love to see more intuitive ways for improvement on this. Any chance I can have a second moderator review it?
..was a suggestion / request to improveme post. But it was moved to gameplay help. I'd love to see more intuitive ways for improvement on this. Any chance I can have a second moderator review it?
- Fri Jun 28, 2019 3:07 pm
- Forum: Gameplay Help
- Topic: Trains using the same track (signals etc)
- Replies: 9
- Views: 4274
Re: Trains using the same track (signals etc)
Yeah, it is hard. It's very difficult and unintuitive. Hence why I put this thread in balancing / suggestions. Should everyone having difficulty understanding this have to look it up online? And even still then not able to figure it out? It should not be this complicated.
- Fri Jun 28, 2019 3:00 pm
- Forum: Balancing
- Topic: [0.17] Personal laser defense gets too good
- Replies: 13
- Views: 13393
Re: [0.17] Personal laser defense gets too good
I'm going to disagree with PLD being too good just like the other thread and many other folks here. PLD damage gets expensive before its actually remotely effective, not to mention it takes up valuable Power Armor inventory space. What settings are you playing on? I'm on default and playing by ...
- Fri Jun 28, 2019 2:53 pm
- Forum: Gameplay Help
- Topic: Trains using the same track (signals etc)
- Replies: 9
- Views: 4274
Trains using the same track (signals etc)
This. This is a nightmare. 500 hours in the game and 2-3 hours last night spent trying to figure them out I finally said screw it and started routing my trains the long way around my base. It's ugly and messy as hell. And I cannot for the life of me figure this out. It's not "well you arent reading ...
- Fri Jun 28, 2019 2:46 pm
- Forum: Balancing
- Topic: "Laser speed" - bit overkill?
- Replies: 12
- Views: 6801
Re: "Laser speed" - bit overkill?
PLD is not overkill, it's just right. PLD costs valuable space in your Power Armor. In late game we're researching extremely expensive laser turret damage (which contributes to PLD damage) and I want that to pay off.
- Fri Jun 28, 2019 2:37 pm
- Forum: Balancing
- Topic: Biters Aggressiveness towards Power Poles
- Replies: 8
- Views: 5040
Biters Aggressiveness towards Power Poles
So mid to late game(default settings) most everyone is going to have satellite "bases" mining ore. These bases are defended by laser turrets (because it is not reasonable to have to bring in a supply of ammo for gun turrets, or a massive solar farm for each base) and the power poles get routinely ...
- Sun Jun 23, 2019 12:59 pm
- Forum: Ideas and Requests For Mods
- Topic: Replacing current Power Armor visuals with Fallout Tactics Power Armor
- Replies: 5
- Views: 2425
Re: Replacing current Power Armor visuals with Fallout Tactics Power Armor
Another Update -
So I've managed to grab some sprites from Tactics and I'm trying to get them into Factorio. Factorios sprites aren't even sprites really, they are PNG sheets. The stuff I have from Fallout is .spr. So I'm trying to figure out how to convert the spr to a set of PNGs. Or at least ...
So I've managed to grab some sprites from Tactics and I'm trying to get them into Factorio. Factorios sprites aren't even sprites really, they are PNG sheets. The stuff I have from Fallout is .spr. So I'm trying to figure out how to convert the spr to a set of PNGs. Or at least ...
- Sat Jun 22, 2019 2:51 pm
- Forum: Ideas and Suggestions
- Topic: More flair / character customization
- Replies: 1
- Views: 989
More flair / character customization
More Power Armor options, weapons, structure building(walls, roofs, scaffolding, random objects like shelves, furniture)... etc. Basically let us have the option to be more unique. Could be purely visual or otherwise.
Integrate an intuitive(GUI) sprite importing feature to add our own set of ...
Integrate an intuitive(GUI) sprite importing feature to add our own set of ...