Search found 39 matches

by TheRailmaker
Tue Feb 25, 2025 12:11 pm
Forum: Balancing
Topic: Quality-Science is not a real thing, compared to productivity
Replies: 12
Views: 1023

Re: Quality-Science is not a real thing, compared to productivity

Edit: Oh, you were testing with speed 3's in your beacons. Don't do that. The extra benefit isn't worth 150% bigger quality penalty.

But we talk midgame to engame here.
Basic Speed 3 with Q3 beacons is an option by then.
by TheRailmaker
Sat Feb 22, 2025 4:29 pm
Forum: Balancing
Topic: Quality-Science is not a real thing, compared to productivity
Replies: 12
Views: 1023

Re: Quality-Science is not a real thing, compared to productivity

grafik.png
grafik.png (3.02 MiB) Viewed 610 times
I just had a look at some scenarios, and stay with my point.
Even if you get the full +20% output based on quality, its not worth, to build >FIVE times the buildings.

The module costs alone of all theese quality modules take time to payoff
by TheRailmaker
Tue Feb 18, 2025 10:03 am
Forum: Balancing
Topic: Quality-Science is not a real thing, compared to productivity
Replies: 12
Views: 1023

Re: Quality-Science is not a real thing, compared to productivity

[/quote]

For green science you'd need 50 assembler 3's making inserters and ~11 foundries making belts (using only 4 quality modules in the foundries to keep ratios balanced). You could drop that to 23 and 4-5 by using legendary speed 1's in single legendary beacons, losing 5% of a potential 25 ...
by TheRailmaker
Mon Feb 17, 2025 4:49 pm
Forum: Balancing
Topic: Quality-Science is not a real thing, compared to productivity
Replies: 12
Views: 1023

Re: Quality-Science is not a real thing, compared to productivity

computeraddict wrote: Sun Feb 16, 2025 6:56 am Green, military, and purple science have direct uses for quality as their ingredients don't accept prod modules.
Can you show me a build of them with ~100 science value produced per second? I can hardly immagine making this without gooing for speed modules. :/
by TheRailmaker
Mon Feb 17, 2025 4:45 pm
Forum: Balancing
Topic: Quality-Science is not a real thing, compared to productivity
Replies: 12
Views: 1023

Re: Quality-Science is not a real thing, compared to productivity

Why should quality science be "a real thing" anyway. This is a case of "just because you can, doesn't mean you should". Just like quality ammo and quality belts.

To enable more, divers types of playstyle ?

This is a case of "just because you can, doesn't mean you should".

Who is saying that ...
by TheRailmaker
Sun Feb 16, 2025 1:10 am
Forum: Balancing
Topic: Increase Gleba seed production chance
Replies: 75
Views: 25692

Re: Increase Gleba seed production chance

Sry, but isnt that a basic calculation, every factorio player should be able to make ?

We noticed that in our first 5 min on gleba since an "ongoing planter" is basicly the first thing you have to figuere out.
by TheRailmaker
Sun Feb 16, 2025 12:59 am
Forum: Balancing
Topic: Quality-Science is not a real thing, compared to productivity
Replies: 12
Views: 1023

Quality-Science is not a real thing, compared to productivity

As we know, science of highter quality (QS) gives you an additive 100% muliplier on the research value.
10 science of quality 4 are the same like 40 science of quality 1.

The idea of making QS looked interesting at first, but in almost every case, productivity modules outclass the benefit of QS by ...
by TheRailmaker
Sun Dec 15, 2024 12:57 am
Forum: Gameplay Help
Topic: Why do Robots leave thier roboport network, when there is no power ?
Replies: 3
Views: 483

Re: Why do Robots leave thier roboport network, when there is no power ?


There is no network if the robotport does not have power, so the robots "left" their network the moment power ran out.
See 62431 Robots leave roboport network if lost power , 124014 Robots leaving thier home network when there is no power ? .


Did you just linked my own post....okay thanks ...
by TheRailmaker
Thu Dec 12, 2024 12:44 pm
Forum: Gameplay Help
Topic: Why do Robots leave thier roboport network, when there is no power ?
Replies: 3
Views: 483

Why do Robots leave thier roboport network, when there is no power ?

When robots try to charge, but the port goes empty, they just leave thier network

I can't think of a single scenario, where this option is actually usefull.
The next random closest network is a complete different system.
You can loose every single bot from the Mainbase to a single roboport far ...
by TheRailmaker
Thu Dec 12, 2024 12:32 pm
Forum: Not a bug
Topic: Robots leaving thier home network when there is no power ?
Replies: 2
Views: 382

Re: Robots leaving thier home network when there is no power ?

-You can "loose" every bot of your whole main network to a single roboport far outside in this way
Why is this intendet ?
by TheRailmaker
Sun Dec 08, 2024 1:31 pm
Forum: Not a bug
Topic: Robots leaving thier home network when there is no power ?
Replies: 2
Views: 382

Robots leaving thier home network when there is no power ?

What did you do?
-place a roboport with 50 construction bots, powered by a few solar cells
-place a storage chest in the logistic network with ~3000 landmines
-ghost ~3000 in the building range of roboport


What happened?
-The bots start working
-bots go to charge
-power goes low
-afer a while ...
by TheRailmaker
Thu Nov 28, 2024 5:55 pm
Forum: Ideas and Suggestions
Topic: Allow Quality Downgrade
Replies: 33
Views: 6093

Re: Allow Quality Downgrade

+1
Items had better quality at this moment is annoying. I cannot make assembling machine because i have too good steel plate. It's ridiculous.


If you would allow that, everyone would put quality in every production at the main base.
You filter out t4 +t5 items with a single inserter at the ...
by TheRailmaker
Thu Nov 28, 2024 1:51 am
Forum: Ideas and Suggestions
Topic: Furnaces should not be able to give out spoilage
Replies: 0
Views: 195

Furnaces should not be able to give out spoilage

There is a very small chance for a fuel based furnace to actually give out spoilage: when the input fuel spoils while it is in the input-inserter.
The spoilage will stay on the output slot of the furnace now, like we see in the picture.

I think this should be changed for consitency because :


-A ...
by TheRailmaker
Wed Nov 27, 2024 1:45 am
Forum: Not a bug
Topic: Furnaces give out spoilage sometimes which causes stuck belts
Replies: 9
Views: 949

Re: Furnaces give out spoilage sometimes which causes stuck belts

Nice! I was racking my head trying to think how spoilage could get into that trash slot, but that would do it. Not much that can be done about that though, other than filtering the output belt with a splitter set to spoilage at some point.

I see 2 options for that :

If wube wants to "fix that ...
by TheRailmaker
Mon Nov 25, 2024 6:37 pm
Forum: Not a bug
Topic: Furnaces give out spoilage sometimes which causes stuck belts
Replies: 9
Views: 949

Re: Furnaces give out spoilage sometimes which causes stuck belts


Anything spoilable can spoil inside of machines before it’s used.


Yes, but the "new spoilage" ends up staying in the FUEL slot and beeing consumed. Test it yourself.


Otherwise builds like this would be stuck every min multiple times and not once every 10 mins.

Also a boiler for example would ...
by TheRailmaker
Mon Nov 25, 2024 5:23 pm
Forum: Not a bug
Topic: Furnaces give out spoilage sometimes which causes stuck belts
Replies: 9
Views: 949

Furnaces give out spoilage sometimes which causes stuck belts

What did you do?
-Place the blueprint and power it (its 8 simple furnace lines with infinity chests )
-let it run for a while 10 to 30 min
-Check if any of the RED LIGHTS go on.

What happened?
There is spoilage on the OUTPUT belt of the furnaces now

What did you expect to happen instead ...
by TheRailmaker
Sat Nov 23, 2024 2:13 pm
Forum: Gameplay Help
Topic: Stackinserter is not able to give out spoilage at non full stacks anymore.
Replies: 4
Views: 655

Re: Stackinserter is not able to give out spoilage at non full stacks anymore.

That both don't work if the stack inserter picks something up and it spoils in it's hands before it got a full stack.

You realize, that the second option didnt even involved a stackinserter ?
by TheRailmaker
Fri Nov 22, 2024 4:12 pm
Forum: Duplicates
Topic: [2.0.21] Parametrising blueprint of bulk inserters will set stack sizes to 1
Replies: 2
Views: 274

[2.0.21] Parametrising blueprint of bulk inserters will set stack sizes to 1

What did you do?
-place 2 bulk inserters

-change the stacksize to 6 and the other one to 8

-make a blueprint
-click parametrise
-paremetrise the 6

It will allrdy change both values in this menue, but you can save the blueprint and place it and check both stacksizes



What happened?

Both ...
by TheRailmaker
Fri Nov 22, 2024 2:54 pm
Forum: Gameplay Help
Topic: Stackinserter is not able to give out spoilage at non full stacks anymore.
Replies: 4
Views: 655

Re: Stackinserter is not able to give out spoilage at non full stacks anymore.

I haven't tried this yet, but maybe a combinator solution can work, if you detect spoilage in the hand, force the size of the stack to 1.

Sure, the are many sollutions. But there was allrdy a good one in the game and now its gone :(

Before i place a combinator for every inserter, i would rather ...
by TheRailmaker
Thu Nov 21, 2024 11:26 pm
Forum: Gameplay Help
Topic: Stackinserter is not able to give out spoilage at non full stacks anymore.
Replies: 4
Views: 655

Stackinserter is not able to give out spoilage at non full stacks anymore.

When you selected "prio spoield items" on a stack inserter, it was able to give out spoilage with priority even with "non full hand"

That was a very nice option, since you didnt had to filter every single item on every single machine. I used it in almost all of my Gleba builds.

Since the last ...

Go to advanced search