Mod one
Mod two
Mod three (You want the wide-area lamps)
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Search found 446 matches
- Sun May 12, 2024 10:18 pm
- Forum: Ideas and Suggestions
- Topic: Searchlights
- Replies: 1
- Views: 66
- Sun May 12, 2024 7:26 pm
- Forum: Ideas and Suggestions
- Topic: It is pointless to increase the difficulty of the game
- Replies: 12
- Views: 377
Re: It is pointless to increase the difficulty of the game
Factorio achievements are basically checkpoints. There's the "have played the game to X point" achievements, the speedrun achievements, and the megabase achievements. Then there's the three challenge achievements (no solar, no laser, no logi). They could add a few more combat checkpoint ac...
- Sun May 12, 2024 7:20 pm
- Forum: Ideas and Suggestions
- Topic: Tile building Area MIN/MAX keybind
- Replies: 4
- Views: 97
Re: [QOL] Tile building Area MIN/MAX keybind
I am currently searching in the API for a way to set the value of the brush area to make a mod in few lines of code. It's either going to be 5 lines of code or impossible. If it's impossible, then you might want to head over to API requests and put it there. I know I wouldn't mind +/-10 tile radius...
- Sun May 12, 2024 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Tile building Area MIN/MAX keybind
- Replies: 4
- Views: 97
Re: [QOL] Tile building Area MIN/MAX keybind
20x20 isn't actually the max building size for tiles. It's dependent on your character's reach (long-reach mods make it bigger, infinite-reach mods make it not have a max)
(I didn't know PageUp/PageDown did that, I use NumPad+/-)
(I didn't know PageUp/PageDown did that, I use NumPad+/-)
- Sun May 12, 2024 5:50 pm
- Forum: Ideas and Suggestions
- Topic: It is pointless to increase the difficulty of the game
- Replies: 12
- Views: 377
- Sun May 12, 2024 11:15 am
- Forum: Ideas and Suggestions
- Topic: It is pointless to increase the difficulty of the game
- Replies: 12
- Views: 377
Re: It is pointless to increase the difficulty of the game
You actually can. Just turn off the in-game overlay.
This seems like you don't enjoy the game, you just want the badges.
- Sun May 12, 2024 9:12 am
- Forum: Ideas and Suggestions
- Topic: Railway stations β Hell for a perfectionist
- Replies: 17
- Views: 894
Re: Railway stations β Hell for a perfectionist
This is relevant at the initial stage of the game. It's really not. And also in a hardcore game, with the minimum possible amount of resources, at the maximum distance from each other. That actually makes it easier to use pretty rail layouts, because you have so much more space. Where to build two ...
- Sun May 12, 2024 9:01 am
- Forum: Ideas and Suggestions
- Topic: It is pointless to increase the difficulty of the game
- Replies: 12
- Views: 377
- Sun May 12, 2024 9:00 am
- Forum: Ideas and Suggestions
- Topic: Global stats or universe to see other players
- Replies: 4
- Views: 134
Re: Global stats or universe to see other players
Mods break it.
- Sun May 12, 2024 9:00 am
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 144
Re: Access installed mods without enabling them
That sounds very unlikely to happen. Why don't you ask for Space Age asset files to be a separate mod that Space Age depends on, like SE mod has the SE graphical asset mods? Then you could depend on that mod and not introduce a very confusing "disabled dependency". Or ask for Rocket Turre...
- Sat May 11, 2024 4:01 pm
- Forum: Gameplay Help
- Topic: Lower trainstation priority. Possible?
- Replies: 7
- Views: 287
Re: Lower trainstation priority. Possible?
For the latter if you really want to prioritize stops based on how desperately you want a train to go there you will need to wait for the Factorio 2.0 update; because then you will be able to set the train stop priority ranging anywhere from 0 to 255 (50 being default). Or set it using circuit netw...
- Sat May 11, 2024 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Access installed mods without enabling them
- Replies: 2
- Views: 144
Access installed mods without enabling them
We should be able to access installed mod assets without having the mod enabled.
The big, massive reason for this is that I want a mod that enables the rocket turret related stuff from Space Age, but without Space Age active.
The big, massive reason for this is that I want a mod that enables the rocket turret related stuff from Space Age, but without Space Age active.
- Fri May 10, 2024 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Railway stations β Hell for a perfectionist
- Replies: 17
- Views: 894
Re: Railway stations β Hell for a perfectionist
There's a question I don't think anyone has asked yet:
Why would anyone ever have two different directions of train stations sitting next to each other like that!?
Why would anyone ever have two different directions of train stations sitting next to each other like that!?
- Fri May 10, 2024 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Turrets gain an "is firing" output signal
- Replies: 0
- Views: 77
Turrets gain an "is firing" output signal
Request: Turrets have an "is currently firing" signal output. We can fake this using a cingle combinator for rockets, because they have an ammo size of 1 (and with a massive mess for lazer turrets) but it would be nice if, now that turrets have a circuit connection, we could just read it o...
- Thu May 09, 2024 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Railways β The pain of a perfectionist
- Replies: 9
- Views: 404
Re: Railways β The pain of a perfectionist
[...] where you can have them right up against each other. ... which is kinda stupid anyway if we think about it. Because you cannot even place signals in between there if the rails are this close next to each other. So I doubt people will even make much use of the possibility in practice. ^^ The b...
- Thu May 09, 2024 9:16 am
- Forum: Ideas and Suggestions
- Topic: Railways β The pain of a perfectionist
- Replies: 9
- Views: 404
- Thu May 09, 2024 9:15 am
- Forum: Ideas and Suggestions
- Topic: Railway stations β Hell for a perfectionist
- Replies: 17
- Views: 894
Re: Railway stations β Hell for a perfectionist
This is because rails are on a 2-grid, wagons are 6 long, and have a 1 gap between them.
- Thu May 09, 2024 9:13 am
- Forum: Ideas and Suggestions
- Topic: Filter inserters: Prioritise item pickup based on Set Filter signal levels
- Replies: 7
- Views: 251
Re: Filter inserters: Prioritise item pickup based on Set Filter signal levels
It's not a random order, it's based on the internal item ID number.
And the new combinator will let you build this.
And the new combinator will let you build this.
- Wed May 08, 2024 8:49 am
- Forum: Ideas and Suggestions
- Topic: New Research - Drone Charging Speed
- Replies: 22
- Views: 1045
Re: New Research - Drone Charging Speed
I briefly scrolled through these replies, and I donβt believe anyone has brought it up yet, so Iβm just dropping in to remind you all: Higher quality robots will have larger batter capacity, and higher quality roboports will have an increased charge speed Both of these bonuses will be determined by...
- Tue May 07, 2024 3:39 pm
- Forum: Ideas and Suggestions
- Topic: New Research - Drone Charging Speed
- Replies: 22
- Views: 1045
Re: New Research - Drone Charging Speed
Roboport density has to be raised as robot speed upgrades are researched, even at a constant bot number, because power consumption becomes dominated by the "per tile traveled through" component (5kJ/m), while the time based component becomes negligible (3kJ/s). The quicker the bot, the fa...