They are simply essential, does not provide any unfair advantage, but, being mods, disable achievements...
Please?
https://mods.factorio.com/mod/even-dist ... rom=search
https://mods.factorio.com/mod/RateCalcu ... rom=search
Include "Even distributiuon" and "Rate calculator" mods in base game
Moderator: ickputzdirwech
Re: Include "Even distributiuon" and "Rate calculator" mods in base game
I like this idea. Allow me to propose an alternative:
Allow a curated collection of mods (like a rate calculator) which does not in any way interact with the game other than reading some data to *not* disable achievements. Less work for the development team, same effect as proposed by the OP.
Allow a curated collection of mods (like a rate calculator) which does not in any way interact with the game other than reading some data to *not* disable achievements. Less work for the development team, same effect as proposed by the OP.
Re: Include "Even distributiuon" and "Rate calculator" mods in base game
Curation would add work for the development team. It's easiest to just say that any mods disable achievements.
I don't think rate calculator will be included. They are already aware of that mod and decided that machines showing their input and output rates is sufficient.
I don't think rate calculator will be included. They are already aware of that mod and decided that machines showing their input and output rates is sufficient.
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Re: Include "Even distributiuon" and "Rate calculator" mods in base game
Even distribution is a bit cheaty when it comes to putting ammo in turrets. Spam the turrets down, press Ctrl-C (or whatever) and they are instantly filled. The other elements - like actually distributing evenly
- would be a very well addition.

Re: Include "Even distributiuon" and "Rate calculator" mods in base game
I certainly agree with the rate calculator mod being brought into the base game, especially with the impact of quality on machines and modules - It gets very difficult to work out what you need without an external calculator.
I would also add, regarding the built-in input/output rate meter there's a couple of issues during the blueprint design process:
- It doesn't work without power - Beacons need to be powered before it can show you the impact
- It doesn't work with ghosts which is especially annoying when designing remotely:
- - Module requests don't count
- - As above, beacons need to be placed and powered
I would also add, regarding the built-in input/output rate meter there's a couple of issues during the blueprint design process:
- It doesn't work without power - Beacons need to be powered before it can show you the impact
- It doesn't work with ghosts which is especially annoying when designing remotely:
- - Module requests don't count
- - As above, beacons need to be placed and powered
You can use bots to throw turrets down with specific amounts of ammo, it's locked behind research of course but it doesn't take long to be able to do that.wobbycarly wrote: Mon Nov 25, 2024 8:26 am Even distribution is a bit cheaty when it comes to putting ammo in turrets. Spam the turrets down, press Ctrl-C (or whatever) and they are instantly filled. The other elements - like actually distributing evenly- would be a very well addition.