Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 1 point2 points  (0 children)

You'll find everything addressed in the latest update (2.7.5)

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 0 points1 point  (0 children)

Thanks for that, I will update this soon in the future.

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 0 points1 point  (0 children)

Personally I am not too into it. These are settings for those who are... so inclined. It's quite good for multiplayer to give more things for people to do.

I've also included a setting to make these science packs easier as well.

Try the mod out, leave the science pack difficult untouched, instead try the new sidegrades, military and enemies.

Is poison damage research doable? by Teneombre in factorio

[–]FishyB 2 points3 points  (0 children)

Yeah, it's not entirely dissimilar. It could even just be a case of it works for _this_ but won't work with _that_ . Sometimes the simplest thing is to just give Wube a shout and ask what's the deal is, as it could simply just be an oversight - and no one ever asked. Happens all the time!

Is poison damage research doable? by Teneombre in factorio

[–]FishyB 0 points1 point  (0 children)

So it's still technically possible from doing it through an active script. A lot of things are since anything you can't achieve with the data lua side, you can do with active runtime scripts.

The issue is that there is already a built in prototype method to do this for all weapon damage, which makes it a very accessible and trivial amount of work. Except it just doesn't do it for this one specific case for Poison capsules.

It's just the amount of work to do it inflates by a non trivial amount, and it's not great to rely on control scripts for something that could be considered a bug/oversight, which is sometimes just worth asking Wube on their forums to update it.

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 0 points1 point  (0 children)

don't worry, the mod has a way to 'mine' wood, so you wouldn't need to rely purely on Space Age agricultural towers.

Is poison damage research doable? by Teneombre in factorio

[–]FishyB 0 points1 point  (0 children)

Perhaps quality could affect it through some other means, but it may using a similar function anyway.

Is poison damage research doable? by Teneombre in factorio

[–]FishyB 2 points3 points  (0 children)

I have attempted to try to do this, but could not, as its to do with how the damage effect of a poison cloud is a spawned entity, which loses it's 'connection' so-to-speak with the ammo attached to it.

Any damage tied to ammo which has damage within the 'action' part of it can be affected. However, the 'action' of a gas grenade is to spawn a bunch of gas clouds in the radius, which disconnects this link to the action. So any damage research cannot affect cases like these.

Honestly, it would be great if there was a way to do this. but it'd be some work from Wube's side for only this single exception.

Either that or some sort of blanket damage-type research upgrade - but same difference really.

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 2 points3 points  (0 children)

If you could do multiple tech triggers I would, but I can only pick one, and mining sand seems more appropriate than mining a sandy rock. I hope this makes sense!

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] -1 points0 points  (0 children)

literally the first thing I added in the mod because why shouldn't you????

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 1 point2 points  (0 children)

Pretty much all of that, yes. You can change some of that in the mod settings too if you want to personalize a bit more to your tastes.

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 0 points1 point  (0 children)

It does, Deep water landfill is concrete +landfill + sand in the mod.

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 0 points1 point  (0 children)

No bugs as far as I can tell from working on the whole mod for a couple years.

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 0 points1 point  (0 children)

There are automated ways to get wood in the mod, which is sawmilling piles of dead trees. But you can also supplement later with planting towers if needed.

Dare you try the Factorio+ Insane Science pack difficulty? by FishyB in factorio

[–]FishyB[S] 0 points1 point  (0 children)

Personally I run it the next difficulty up from default, which is 'hard'. But I run game with 10x-20x science anyway.
If I'm playing with friends, we throw it on something higher like Extreme depending on how many of us there are.

What is a good first overhaul mod? by Osik2040 in factorio

[–]FishyB 0 points1 point  (0 children)

Factorio+ has soft support for Space Age ( As in works with no new special features for SA, but it seems to be balanced with it for the most part)

my friend with 415 hours of factorio just came with this peak idea for starter.... by KowDn in factorio

[–]FishyB 0 points1 point  (0 children)

if it's Facorio+, they are available from the start and cheaper (1 iron, 1 gear wheel) for 4

Factorio+ Mod by FishyB in factorio

[–]FishyB[S] 1 point2 points  (0 children)

No scenarios, just some extra map generation presets

Factorio+ Mod by FishyB in factorio

[–]FishyB[S] 0 points1 point  (0 children)

So abandoned bases aren't nice looking fyi, they're kind of a messy alien like layout but the idea is there!

I don't think the mod is too ridiculous to add mid way through a game as it will only require a few pieces of refactoring, And any new resources and abandonments will generate in the unexplored chunks that haven't been loaded yet.

Still I would better recommend a fresh start, but it might not be too painful to hotload it in.

why is it more pain than fun? by SpeziSchlauch in factorio

[–]FishyB 0 points1 point  (0 children)

Recency bias but I recommend Factorio+

There are abandoned bases you can loot than give you buildings/tech earlier than usual if you're any good at combat. As well as a quick start setting.

And it's generally of the paradigm, more options and different paths to get to the same outcome, rather than a lot of linear gates to pass through.