Search found 87 matches

by evanrinehart
Thu Sep 17, 2026 3:50 pm
Forum: Ideas and Suggestions
Topic: A bufferzone for freshness to have it count as fully fresh for some time
Replies: 9
Views: 660

Re: A bufferzone for freshness to have it count as fully fresh for some time

Yes the idea in agriculture science is to minimize buffering to get the most science out of it. Adding a head start on spoilage would be just adding a "handicap" to give you a one time boost to performance. Unless you made the head start so long that you can get the potion researched entirely before ...
by evanrinehart
Thu Aug 20, 2026 4:45 am
Forum: Won't fix.
Topic: Ribbon World map generation for Space Age is barely usable
Replies: 6
Views: 899

Re: Ribbon World map generation for Space Age is barely usable

In my ribbon world experience you might have to build a long thin bridge of landfill to get a train to more resources. If it's lava, I guess you have to come back with a mechsuit.
by evanrinehart
Sat Aug 15, 2026 7:20 am
Forum: Resolved Problems and Bugs
Topic: Quality research description error
Replies: 6
Views: 748

Re: Quality research description error

That is perfectly cromulent English.
by evanrinehart
Sat Aug 15, 2026 7:17 am
Forum: Ideas and Suggestions
Topic: Need a way to check the spoilage status of items on belts
Replies: 2
Views: 418

Re: Need a way to check the spoilage status of items on belts

when the packed items are moving east west on a belt yeah, the bar can look full white even though there is some spoilage. When it is nearly dead, you see mostly gray bar. Assuming all the items have the same age.

I think it is less of an issue north to south
by evanrinehart
Thu Jul 23, 2026 4:15 am
Forum: Implemented Suggestions
Topic: [2.1] Adjust star parallax to be plausible
Replies: 11
Views: 1722

Re: [2.1] Adjust star parallax to be plausible

"during flight" (between planets, since in space you're always in flight) you could plausibly add back in parallax because according to head canon the platform is required to do some amount of rotation to get its brachistochrone trajectory to make sense without having engines on both ends of the ...
by evanrinehart
Fri Jun 26, 2026 6:14 am
Forum: Ideas and Suggestions
Topic: one last new recipe for 2.1: "freeze water"
Replies: 3
Views: 456

Re: one last new recipe for 2.1: "freeze water"

thematically it's hard to move mass quantities of water into space, and ice would be even worse because it's less dense. However in the game ice is 4x more efficient in a rocket vs equivalent water barrels which might lead to unthematical advantage. Going out to the outer solar system to get mass ...
by evanrinehart
Fri Jun 26, 2026 5:47 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.9] Cannot transfer nukes or rocket silos between space platforms
Replies: 10
Views: 2409

Re: [2.1.8] Cannot transfer nukes or rocket silos between space platforms

the lore expressed by the rocket capacity tooltips is a rocket can only lift so much weight into orbit. If you stretch your imagination you could also believe a cargo pod doesn't have the delta V to get between orbits holding a rocket silo, but can somehow survive a landing. Either way it's not ...
by evanrinehart
Thu Jun 25, 2026 5:58 pm
Forum: General discussion
Topic: Too many last minute changes?
Replies: 47
Views: 6085

Re: Too many last minute changes?

It's great space casino is now removed :lol:
by evanrinehart
Thu Jun 25, 2026 6:58 am
Forum: Ideas and Suggestions
Topic: Pick armor first when recovering corpse
Replies: 3
Views: 352

Re: Pick armor first when recovering corpse

I could have sworn this was already what happens when you loot the body containing armor while having nothing on you
by evanrinehart
Thu Jun 25, 2026 5:46 am
Forum: Ideas and Suggestions
Topic: Launch rocket circuit condition
Replies: 2
Views: 313

Re: Launch rocket circuit condition

This came up a lot in relation to mixed rockets not autolaunching (pre 2.1). One question I have is the semantics. When circuit goes from 0 to not 0, launch? What if there's nowhere suitable to launch to, and how does that interact with other normal (not circuit controlled) silos competing for the ...
by evanrinehart
Thu Jun 25, 2026 5:36 am
Forum: General discussion
Topic: 2.1: Kovarex hinted an achievement for getting all achievements in the same run
Replies: 9
Views: 3921

Re: 2.1: Kovarex hinted an achievement for getting all achievements in the same run

if achievements aren't supposed to be hard to get

they should have called them something else.

Steam Participation Trophy?
by evanrinehart
Thu Jun 25, 2026 5:24 am
Forum: Balancing
Topic: Fix Bugged Concrete Recycling Recipe
Replies: 8
Views: 2914

Re: Fix Bugged Concrete Recycling Recipe

I was wrong about that part. To get the situation straight I did some numbers for the process of crafting (by hand) concrete then recycling it vs crafting engine unit then recycling it. Ignore that concrete nor engine units can be crafted by hand

0.1 gears per second consumed crafting engine unit
0 ...
by evanrinehart
Wed Jun 24, 2026 6:23 am
Forum: Ideas and Suggestions
Topic: [2.1] Allow high quality ingredients for low quality items
Replies: 13
Views: 1544

Re: [2.1] Allow high quality ingredients for low quality items

You can use quality items for crafting. And accidentally losing your rare iron gears to the common engine factory sounds like its own kind of error prone. Though I agree this idea would make everything way easier. Which is why I don't like it.
by evanrinehart
Wed Jun 24, 2026 6:03 am
Forum: Balancing
Topic: Fix Bugged Concrete Recycling Recipe
Replies: 8
Views: 2914

Re: Fix Bugged Concrete Recycling Recipe

There was an old bug report about concrete recycling and how it was "bugged", and didn't follow the formula. Except that when I looked at the formula, which factors in amount of item crafted explicitly, it seems to be acting exactly as described in the blog post introducing the recycler and the wiki ...
by evanrinehart
Sun May 03, 2026 5:43 am
Forum: Gameplay Help
Topic: Uncommon+ Satellite ROI?
Replies: 10
Views: 2261

Re: Uncommon+ Satellite ROI?

Hold on. In vanilla + quality, high quality satellites does something? This I gotta try
by evanrinehart
Mon Apr 20, 2026 4:15 am
Forum: Modding help
Topic: agricultural-tower radius is not reflected ingame
Replies: 3
Views: 638

Re: agricultural-tower radius is not reflected ingame

By the way showing the range of the agricultural tower was recently mentioned in "fixed in 2.1"
by evanrinehart
Sun Mar 01, 2026 5:10 pm
Forum: General discussion
Topic: Is steel furnance used by anyone?
Replies: 14
Views: 5056

Re: Is steel furnance used by anyone?

The steel furnace uses less coal per craft. So the question becomes is it worth the expense of creating the steel furnace itself before unlocking electric furnace (and modules, because without modules the electric furnace is much more inefficient). I did the math and with vanilla recipes, it takes ...
by evanrinehart
Tue Feb 10, 2026 3:41 am
Forum: Not a bug
Topic: [2.0.73][switch2] Flicker in 4k
Replies: 2
Views: 899

Re: [2.0.73][switch2] Flicker in 4k

For what it's worth, after connecting switch 1 with factorio to a 4k TV, I had to select one of the advanced video interpolations in the TV options before being able to ride the train zoomed in. Otherwise it would flicker quite bad. Luckily there were a few options which worked well. Try delving ...

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