It's not just that they turn into spoilage, they also provide less science the older they are. Which, by the way, I did not see explained anywhere. I had to notice by watching the packs get consumed by labs.
I know that you can add quality to them which increases their spoil time but I haven't ...
Search found 20 matches
- Sat Jan 18, 2025 1:55 pm
- Forum: General discussion
- Topic: Agri science spoilage is not fun, just annoying.
- Replies: 9
- Views: 816
- Fri Jan 10, 2025 12:59 am
- Forum: Balancing
- Topic: Gleba is very broken, if you aren't a speedrunner
- Replies: 17
- Views: 1822
Re: Gleba is very broken, if you aren't a speedrunner
I must have been lucky with my choices. I went Fulgora then Gleba and the mech suit + personal lasers made the whole thing pretty easy. Being able to outrun everything and jet over water or up cliffs makes you unkillable. I was able to clear everything out with ease.
I wasn't particularly fast ...
I wasn't particularly fast ...
- Wed Jan 08, 2025 10:24 pm
- Forum: General discussion
- Topic: Will Factorio Space Age be on Switch 2?
- Replies: 14
- Views: 1595
Re: Will Factorio Space Age be on Switch 2?
Will it have more RAM and VRAM? I think that's a big one.
- Tue Dec 31, 2024 8:50 pm
- Forum: General discussion
- Topic: steam deck space age?
- Replies: 3
- Views: 560
Re: steam deck space age?
I've made it to the Solar system edge on the deck. All good there too. I imagine it'll start being a problem as I scale up and there's a greater UPS demand on the machine.
- Tue Dec 31, 2024 8:01 pm
- Forum: General discussion
- Topic: Would I Enjoy Space Age?
- Replies: 12
- Views: 1164
Re: Would I Enjoy Space Age?
Bad news. If you were hoping someone would talk you out of buying SA, it's a lot of the exact kinds of things it sounds like you enjoy.
- Sun Dec 29, 2024 3:16 am
- Forum: Ideas and Suggestions
- Topic: Place underground belts at the longest distance when avoiding obstacles
- Replies: 3
- Views: 256
Re: Place underground belts at the longest distance when avoiding obstacles
Yeah I got what you're saying. I'm saying that a more general solution would be for the game to detect when an obstacle is encountered and essentially temporarily switch to placing the exit of an underground so that you can place the exit wherever you want or, at most, at its maximum length.
- Fri Dec 27, 2024 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Place underground belts at the longest distance when avoiding obstacles
- Replies: 3
- Views: 256
Re: Place underground belts at the longest distance when avoiding obstacles
I think instead of automatically putting the exit at the maximum distance, move the exit with the cursor as you drag until it reaches that maximum. So if you want to stop the belt length sooner, you just stop dragging.
- Fri Dec 27, 2024 2:40 am
- Forum: General discussion
- Topic: [SA] Fastest (and cursiest) ways of transporting items
- Replies: 6
- Views: 912
Re: [SA] Fastest (and cursiest) ways of transporting items
I'm getting sidetracked here but what's the design of that number display?
Edit: Guessing maybe this: https://www.reddit.com/r/factorio/comme ... mbinators/ Neat!
Edit: Guessing maybe this: https://www.reddit.com/r/factorio/comme ... mbinators/ Neat!
- Sun Dec 22, 2024 9:09 pm
- Forum: General discussion
- Topic: My feedback about Space Age
- Replies: 21
- Views: 1663
Re: My feedback about Space Age
Could you expand a bit about how the Gleba science packs prevent automation? You can just toss the spoilage into a furnace so they can be handled automatically. The waste kinda feels bad but they're produced renewably so you're not really losing much. You could certainly turn off the gleba factory ...
- Sun Dec 22, 2024 6:18 pm
- Forum: General discussion
- Topic: Let us make WUBE cringe...
- Replies: 7
- Views: 782
Re: Let us make WUBE cringe...
I think you could do this more simply. Pick an item type you're not transporting with 1k cargo capacity, maybe red science. Set the minimum launch amount to 1 and request 1k on the platform and 1k on the receiving planet. On your sending planet, build a dedicated rocket launch pad and load it ...
- Sun Dec 22, 2024 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Spaceship automation: pause thrust after arrival
- Replies: 8
- Views: 1238
Re: Spaceship automation: pause thrust after arrival
I use a "Vulcanus Fetch" logistics group which is shared between my fetcher platform and the Vulcanus cargo bay. So when I add an item to that group, the platform knows to transport it to Vulcanus automatically (using interrupts). The wait condition at Vulcanus is a circuit condition that checks ...
- Sat Dec 21, 2024 1:47 am
- Forum: General discussion
- Topic: I beat space age! (long+opinions+feedback)
- Replies: 6
- Views: 1105
Re: I beat space age! (long+opinions+feedback)
Some good observations. On Aquilo, I think the challenge of Aquilo is as much about space platform construction and logistics as it is about the heat mechanic. Taken together, I think it makes sense that the terrestrial challenge of that planet isn't groundbreaking.
I'm sure some players may have ...
I'm sure some players may have ...
- Fri Dec 20, 2024 12:27 pm
- Forum: Gameplay Help
- Topic: Train - control by interuption
- Replies: 9
- Views: 694
Re: Train - control by interuption
* All trains will read their own cargo and path to the correct requester station using the wildcard signal to match the resource icon in the requester station's name. This removes having to use train IDs to track which train is carrying what load.
This is good and simple for your high ...
- Fri Dec 20, 2024 12:11 pm
- Forum: General discussion
- Topic: The most ridicilous receipes in SA ...
- Replies: 31
- Views: 2589
Re: The most ridicilous receipes in SA ...
Or I suppose it's just the spoilage mechanic making me fidgety when I have to rely on something that melts on the way and a failure results in losing my precious fish farm (and the biter nests making the eggs probably getting obliterated by artillery).
If it makes you feel any better, biter ...
- Thu Dec 19, 2024 11:55 pm
- Forum: General discussion
- Topic: The most ridicilous receipes in SA ...
- Replies: 31
- Views: 2589
Re: The most ridicilous receipes in SA ...
Oh, easily the ice to water recipe.
Not that the recipe doesn't make sense--it's that we have to reach space to unlock the secret of melting an ice cube.
Definitely this. Gotta use a separate building and expend a bunch of energy to turn it into water so that it can be used by my... 1000 ...
- Thu Dec 19, 2024 10:02 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1958
- Views: 657764
Re: Simple Questions and Short Answers
What do the space logistic conditions "any planet import zero" and "any request zero" do?
This is a weak point of the expansion: the space logistic conditions are not explained at all. I can't seem to find any direct, no longer than neccessary answers by researching either.
Is there an "Any ...
- Thu Dec 19, 2024 3:40 pm
- Forum: Gameplay Help
- Topic: Train - control by interuption
- Replies: 9
- Views: 694
Re: Train - control by interuption
I'm not sure I understand your situation enough to give you an exact answer. But setting the train limit and priority from circuits can take you pretty far. In my "bag of trains" solution, all pickup stations have the same name and all balancing is done by setting train limits, priority, and ...
- Thu Dec 19, 2024 1:19 pm
- Forum: Gameplay Help
- Topic: Train - control by interuption
- Replies: 9
- Views: 694
Re: Train - control by interuption
Is there any reason you've decided to do something like this instead of adjusting the train limits at the stations?
- Thu Dec 19, 2024 1:40 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1958
- Views: 657764
Re: Simple Questions and Short Answers
Hi, I have a problem where I think I need a kind of timer but not sure how to make it.
So on my space platform, I only want it to be ready for travel when a certain part of my explosive rockets belt is full. So one of the conditions for getting a green light for the platform is that rockets > 30 ...
- Thu Oct 22, 2020 1:06 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1523292
Re: Bugs & FAQ
I have a pretty simple question. I just unlocked Red science analyzer but I can't find any way to actually research with it. My only research options require a Red science analyzer and a Basic datacore. But my only research buildings available are Basic Lab and Tech Archive 1 and 2. None of those ...