Search found 71 matches
- Thu Feb 27, 2025 8:26 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 82
- Views: 30343
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Some necrothreads are good. Some are not. This is the latter.
- Tue Feb 25, 2025 1:35 am
- Forum: General discussion
- Topic: Certain tech tree dependencies and trigger tech issues in Space Age
- Replies: 16
- Views: 2405
Re: Certain tech tree dependencies and trigger tech issues in Space Age
Yup. Solar is needed too iirc.
- Mon Feb 24, 2025 6:48 am
- Forum: General discussion
- Topic: Certain tech tree dependencies and trigger tech issues in Space Age
- Replies: 16
- Views: 2405
Re: Certain tech tree dependencies and trigger tech issues in Space Age
Not having nuclear on vulcanus is totally fine. It's got 300% solar polar and shorter day cycles, while having infinite iron/copper/sulfuric acid to make solar/accumulators. I just made a chest of solar and accumulators and plopped down a few thousand at once.
Having to use efficiency modules isn't ...
Having to use efficiency modules isn't ...
- Sat Feb 22, 2025 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic minimum payload for rocket delivery
- Replies: 8
- Views: 702
Re: Dynamic minimum payload for rocket delivery
Unless there's some technical reason, I don't see why this wouldn't be an improvement. That said, is auto-sending surplus back down really such a big deal? Planet-side cargo bays are trivial to add and I'm assuming if the landing pad is near the rockets, they'll take from pad first, preventing an ...
- Sat Feb 22, 2025 5:07 pm
- Forum: Balancing
- Topic: Gleba technologies have far too steep an oppertunity cost.
- Replies: 22
- Views: 3936
Re: Gleba technologies have far too steep an oppertunity cost.
The main reason I feel the biolab is long term is that typically while you're completing the game you tend to get all the technologies you need while you're building up the other planets. That is, unless you're speedrunning with premade blueprints anyways. I felt this way even on marathon research ...
- Sat Feb 22, 2025 1:29 pm
- Forum: Balancing
- Topic: Please, decrease power consumption for burner inserter
- Replies: 15
- Views: 1297
Re: Please, decrease power consumption for burner inserter
Datarza, the speed is relevant because it directly means less joules used, which means less coal is used (fuel's power is measured in joules). Watts, and by extenions kw, are joules per second, so the speed is very relevant. Less seconds in the swing, means less joules used up in coal.
- Sat Feb 22, 2025 11:00 am
- Forum: Ideas and Suggestions
- Topic: Ctrl-Shift-Left click should force-insert modules
- Replies: 1
- Views: 338
Re: Ctrl-Shift-Left click should force-insert modules
Necro, but I feel like this has a renewed issue in space age. While I've run into this issue a few times in the past in vanilla, I'm running into this even more with quality: Many times I'll have a quality mod 2 that I want to replace a non quality mod 3 with and manual is the only way.
If there's ...
If there's ...
- Fri Feb 21, 2025 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Balance/suggestion on Nauvis enemies
- Replies: 4
- Views: 465
Re: Balance/suggestion on Nauvis enemies
Either way, you're kinda 10 years too late to the party here. Mods or another game are your best bet. I do genuinely recommend dyson sphere, it's a great game.
But even if this were a possibility in the base game, I don't see it being good either. Take a look at the proportion of players that play ...
But even if this were a possibility in the base game, I don't see it being good either. Take a look at the proportion of players that play ...
- Fri Feb 21, 2025 8:49 am
- Forum: Balancing
- Topic: Gleba technologies have far too steep an oppertunity cost.
- Replies: 22
- Views: 3936
Re: Gleba technologies have far too steep an oppertunity cost.
Personally, I feel like the biochamber being improved would be the best balance for gleba. Why add new things when existing buildings are already lackluster. The biolab is great long term, but brings very little short term, so I think it's fine.
And the easiest way to improve the biochamber is just ...
And the easiest way to improve the biochamber is just ...
- Fri Feb 21, 2025 7:59 am
- Forum: Ideas and Suggestions
- Topic: Balance/suggestion on Nauvis enemies
- Replies: 4
- Views: 465
Re: Balance/suggestion on Nauvis enemies
Yeah for vanilla turrets, wube had a decade to balance them, if they didn't then they won't now. All I can say is someone on the team is obviously a pyro. For enemies, I think they're fine, but still: biters have been here a decade.
If you're interested in some advanced biter AI, I believe Rampant ...
If you're interested in some advanced biter AI, I believe Rampant ...
- Thu Feb 20, 2025 11:01 am
- Forum: Ideas and Suggestions
- Topic: [Idea] No-flight/No-build zone marking for bots
- Replies: 7
- Views: 695
Re: [Idea] No-flight/No-build zone marking for bots
I remember this being suggested a while ago regarding concave bot networks causing bot deaths/bad recharging choices, and the official response was "don't do that". Ultimately I think it's just impossible for performance reasons. You can't have 100k+ bots pathfind to their target, it's simply ...
- Thu Feb 20, 2025 10:37 am
- Forum: Ideas and Suggestions
- Topic: Promethium Labs: Science anywhere with biter egg fuel
- Replies: 4
- Views: 369
Re: Promethium Labs: Science anywhere with biter egg fuel
Well, tuning doesn't have much to do with the merits of a feature. Elevated rails would be a good feature, whether someone thought it would cost a billion stone.
That said, if it is to be built anywhere, I don't personally think it should have improved research over the existing lab since that is a ...
That said, if it is to be built anywhere, I don't personally think it should have improved research over the existing lab since that is a ...
- Thu Feb 20, 2025 7:17 am
- Forum: Ideas and Suggestions
- Topic: please put advanced asteroid processing instead of reprocessing to vulcanus
- Replies: 5
- Views: 451
Re: please put advanced asteroid processing instead of reprocessing to vulcanus
It's there so you can use rocket turrets in space from gleba where you unlock them.
- Wed Feb 19, 2025 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Promethium Labs: Science anywhere with biter egg fuel
- Replies: 4
- Views: 369
Re: Promethium Labs: Science anywhere with biter egg fuel
Well, considering promethium science packs don't really do much currently, I wouldn't shelve it as that unlikely.
As for the math, it absolutely is designed that the biolab would outmatch the promethium labs, as stated in OP, this is more for flexibility on where to build your labs.
That said, I ...
As for the math, it absolutely is designed that the biolab would outmatch the promethium labs, as stated in OP, this is more for flexibility on where to build your labs.
That said, I ...
- Wed Feb 19, 2025 10:20 am
- Forum: Ideas and Suggestions
- Topic: Promethium Labs: Science anywhere with biter egg fuel
- Replies: 4
- Views: 369
Promethium Labs: Science anywhere with biter egg fuel
TL;DR
A post-endgame lab that is researched with promethium science, is fueled with biter eggs, can be built anywhere, has lower research speed, but higher module slots and power demands.
What?
This would add a somewhat side-grade biolab, allowing you to research anywhere with some constraints ...
A post-endgame lab that is researched with promethium science, is fueled with biter eggs, can be built anywhere, has lower research speed, but higher module slots and power demands.
What?
This would add a somewhat side-grade biolab, allowing you to research anywhere with some constraints ...
- Tue Feb 18, 2025 11:10 am
- Forum: Balancing
- Topic: Landfill for Fulgora and Vulcanus should be in vanilla
- Replies: 3
- Views: 2377
Re: Landfill for Fulgora and Vulcanus should be in vanilla
The thing about fulgora is it has no enemies. So you can wander around as much as you like, find the perfect island, and reset your spawn by building the cargo landing pad. It only takes a few minutes to find a spacious island with nearby ruins that are accessible with just elevated rails, if you ...
- Sat Feb 15, 2025 9:56 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 30
- Views: 3569
Re: Add setting to hide unresearched items/recipes in factoriopdia
TBF this is mostly an issue with py
Uh... no? It's not an issue with pY, its a Factoriopedia issue. Even if it was a pY issue, it shouldn't have to be resolved by the mod. If any other overhaul does anything even remotely complicated, similar issues will occur.
last I checked it had it's ...
- Fri Feb 14, 2025 7:38 am
- Forum: Ideas and Suggestions
- Topic: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
- Replies: 10
- Views: 3564
Re: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
The only situation I can see where this really matters is if the engineer is waiting in the rocket, and you can just click to force the next destination. I'd just make a better schedule if this happens in automated runs.
Bump and +1.
I need this for Gleba mostly to have a request for like 10k ...
Bump and +1.
I need this for Gleba mostly to have a request for like 10k ...
- Fri Feb 14, 2025 1:17 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 30
- Views: 3569
Re: Add setting to hide unresearched items/recipes in factoriopdia
Screenshot from 2024-11-03 23-54-57.png
+1. Factoriopedia is unusable for mods that add content.
This is Factoriopedia with Pyanodons.
Ash is one of the first items you get in the game, and it's only used in a couple ways at the beginning. Yet Factoriopedia shows me a hundred icons. How do I ...
- Wed Feb 12, 2025 11:44 am
- Forum: Ideas and Suggestions
- Topic: Demolishers should damage each other
- Replies: 7
- Views: 486
Re: Demolishers should damage each other
I mean this would be fun for small demolishers, but I feel like the larger ones are supposed to be more of a progress check. Like it'd be fun in the "hey wouldn't it be hilarious if tanks took no damage when ramming nests" kind of fun, but probably a bit on the silly side. So I'd be against this ...