Search found 97 matches
- Sat Oct 26, 2024 6:07 am
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 11
- Views: 2131
Re: Quality Gating is wrong (fact)
I don't feel obliged to dismantle unjustified """"(fact)"""" thing. Aaah thats what this was about. Changed the topic title, picture me bowing and scraping in front of you with tears streaming down my cheeks in a truly humbled display, my voice quivering with...
- Fri Oct 25, 2024 5:51 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 11
- Views: 2131
Re: Quality Gating is wrong (fact)
Can either of you explain why the current state of the game is better than what i am suggesting or are you too busy tone policing to discus the game on the discussion forum?
- Fri Oct 25, 2024 4:57 am
- Forum: General discussion
- Topic: Space Age.. feels a little flat
- Replies: 33
- Views: 56601
Re: Space Age.. feels a little flat
It bothers me so much there is no "use any quality ingredients"option in assemblers. I think this is a countermeasure for using things like high quality steel/bricks and skipping high quality processing units to make advanced equipment more easily. Completely agree with the direct inserti...
- Fri Oct 25, 2024 1:37 am
- Forum: General discussion
- Topic: Why is pollution consumption sinusoidal?
- Replies: 6
- Views: 767
Re: Why is pollution consumption sinusoidal?
Assuming you're new to the game, open the map and press alt to enable the pollution on your map. You'll be able to see it expand as red tiles growing from the machines producing it. Each tile absorbs pollution based on its makeup; trees, terrain type and biter nests increase absorption rate, but bit...
- Fri Oct 25, 2024 1:29 am
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 11
- Views: 2131
Quality Gating is flawed
I hate how legendary quality is locked behind all the science packs. I got really excited when i unlocked it at first and figured out how to do a good setup for it, but then realiced i cant actually make the best versions until i hit postgame, so what is the point? I'm already limited in the types o...
- Tue Oct 15, 2024 6:00 am
- Forum: General discussion
- Topic: Space age requirements
- Replies: 11
- Views: 1547
Space age requirements
noticed https://store.steampowered.com/app/6453 ... Space_Age/ and https://factorio.com/buy-space-age have different requirements listed, specifically factirio.com lists windows 10 and 11, but steam says 7 and 8 are also supported. Which is the correct one?
- Fri Sep 15, 2023 7:45 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 81557
Re: Friday Facts #376 - Research and Technology
The problem with quality effects is the same as dyson sphere programs proliferator mechanic; it forces seperation between machines, which leads to every setup being basically the same one-step-at-a-time production. More complex mechanics but simple, uniform solution. It destroys every non-standard f...
- Sun Oct 04, 2020 12:45 pm
- Forum: Ideas and Suggestions
- Topic: New Enemies
- Replies: 9
- Views: 3694
Re: New Enemies
btw.. I'm 100% sure this would catch CLASSIC RTS gamers in ALL age and wastly increase player numbers.. (and your income as well) RTS is dead and no-one plays it. Why try to attract " CLASSIC RTS gamers in ALL age " when that population is tiny? We're absolutely not, everyone stopped maki...
- Sun Oct 04, 2020 12:15 am
- Forum: Ideas and Suggestions
- Topic: Multiple Names and Conditions For Train Stations
- Replies: 2
- Views: 1397
Re: Multiple Names and Conditions For Train Stations
The problem is, you think too deep into the optimal solution of your problem. This is definitely true for vanilla unless you count sorting setup, which also is not as useful as with mods. After talking to KnightElite it also seems there is a somewhat reasonable solution using waypoint stations; exa...
- Sat Oct 03, 2020 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Names and Conditions For Train Stations
- Replies: 2
- Views: 1397
Multiple Names and Conditions For Train Stations
Trying to run multiple trains with different cargos and routes through the same station is a huge pain. Currently doing stuff like this: https://i.ibb.co/1G6GrJZ/image.png Which works ok as long as you aren't doing stations with 4 or more trains and the trains are 3+ locomotives in front, but neithe...
- Sat Oct 03, 2020 2:07 pm
- Forum: Ideas and Suggestions
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 77
- Views: 31535
Re: Assign Trains to Schedules (Train Routes)
Just wanted to add that assigning trains to routes and not the other way solves a few other problems: if the train is attacked and destroyed the route is currently lost. If you want to change a route you need to hunt down all the trains (Not usually too hard since they're listed in the same stations...
- Mon Oct 21, 2019 10:03 am
- Forum: Questions, reviews and ratings
- Topic: Mod for increasing construction costs?
- Replies: 0
- Views: 1115
Mod for increasing construction costs?
Would like to play a game where construction like assemblers, miners and refineries have greatly increased costs. Tired of science taking 99% of your resources while resource generation is laughably cheap.
Is there anything available for this?
Is there anything available for this?
- Fri Aug 23, 2019 8:13 pm
- Forum: Modding help
- Topic: [16]Two recipes for same item?
- Replies: 9
- Views: 3253
Re: [16]Two recipes for same item?
Thanks a lot, its working now
- Fri Aug 23, 2019 7:36 pm
- Forum: Modding help
- Topic: [16]Two recipes for same item?
- Replies: 9
- Views: 3253
Re: [16]Two recipes for same item?
Thanks deadlock, is there by any chance a smarter way of doing this than editing data.raw?
- Fri Aug 23, 2019 7:00 pm
- Forum: Modding help
- Topic: [16]Two recipes for same item?
- Replies: 9
- Views: 3253
Re: [16]Two recipes for same item?
Didnt want to start a new topic but just realized the recipe is not compatible with productivity modules, how do i enable that?
- Mon Apr 22, 2019 1:04 pm
- Forum: Modding help
- Topic: [16]Two recipes for same item?
- Replies: 9
- Views: 3253
Re: [16]Two recipes for same item?
data.lua is empty, this could easily be the problem but from what i read its just for dependencies No, data.lua, data-updates.lua and data-final-fixes.lua are automatically run by Factorio. Anything you put in a subfolder isn't automatically run. If you have any other Lua files you want executed in...
- Mon Apr 22, 2019 12:52 pm
- Forum: Modding help
- Topic: [16]Two recipes for same item?
- Replies: 9
- Views: 3253
[16]Two recipes for same item?
Trying to add a second recipe for electronic circuits that uses plastic instead of iron, but can't get it to work. I'm a modding n00b so its entirely possible i just messed up something simple, like directory structure, although the mod is available in the mod list and does not produce errors when l...
- Wed Mar 02, 2016 11:05 pm
- Forum: News
- Topic: Steam Keys available
- Replies: 83
- Views: 44670
Re: Steam Keys available
Steam it is, thanks for the quick reply <3
- Wed Mar 02, 2016 10:45 pm
- Forum: News
- Topic: Steam Keys available
- Replies: 83
- Views: 44670
Re: Steam Keys available
+1 for Demo!
Also, does claiming your key mean steam takes a cut? I wouldn't mind the convenience of having factorio via steam since it makes it easy to keep track of on PC and laptop, but not if it means dev loses money.
Also, does claiming your key mean steam takes a cut? I wouldn't mind the convenience of having factorio via steam since it makes it easy to keep track of on PC and laptop, but not if it means dev loses money.
- Tue Nov 04, 2014 7:03 pm
- Forum: Not a bug
- Topic: [0.11.1]15 fps on large factory
- Replies: 3
- Views: 2470
[0.11.1]15 fps on large factory
I've been taking a break for a while and just got back for the new update, but my old factory is running very poorly at 14-16fps with the F5 overlay I've been out of the game for along time now, but i'm pretty sure it used to run at ~35 fps before 0.11, so maybe it's time for some optimization? Keep...