Search found 331 matches

by Panzerknacker
Wed Oct 15, 2025 9:46 pm
Forum: General discussion
Topic: Status of 2.1?
Replies: 31
Views: 13669

Re: Status of 2.1?

it's been almost a year, maybe FFF this or next week?
by Panzerknacker
Sun Oct 12, 2025 6:35 am
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2600

Re: Make Lamp in Electromagnetic Plant

[Moderated by Koub : Off topic]
by Panzerknacker
Sat Oct 11, 2025 3:16 pm
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2600

Re: Make Lamp in Electromagnetic Plant

i think it's cool if you CANNOT make lamps in the EMP. Assembling machine ftw.
by Panzerknacker
Sat Oct 11, 2025 3:10 pm
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality — modular, configurable, no random chances
Replies: 15
Views: 996

Re: (Long post warning) Rethinking quality — modular, configurable, no random chances

The randomness factor of quality was one of the system's core properties as pointed out by Kovarex, the lead dev. I don't see how this will be removed from the system. I do think tho that big improvements can be made in terms of mainly balance.
by Panzerknacker
Fri Oct 10, 2025 12:27 pm
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 12
Views: 1109

Re: Deathworld Marathon: Great game

TBH the Marathon and DW Marathon presets make no sense in 2.0 or SA because they just axed the expensive recipes without any retuning.
by Panzerknacker
Thu Oct 09, 2025 5:53 am
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 12
Views: 1109

Re: Deathworld Marathon: Great game

Deathworld Marathon is just a x4 research cost multiplier with easier enemies than Deathworld. Unlike in 1.1 where it was true hell with the expensive recipes on top.
by Panzerknacker
Wed Oct 08, 2025 10:11 am
Forum: General discussion
Topic: The Kids have won.
Replies: 21
Views: 2680

Re: The Kids have won.

@OP

Lmao, if that upsets you wait till you find out about the removal of the entire 1.1 fluid mechanics.
by Panzerknacker
Mon Oct 06, 2025 4:33 am
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2600

Re: Make Lamp in Electromagnetic Plant

teh lamp can stay out of magnetic palnt
by Panzerknacker
Sat Sep 27, 2025 8:10 am
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2600

Re: Make Lamp in Electromagnetic Plant

It's just fun and completely fine if there are randomly things that behave different in the game. Maybe this is one of them, maybe not. The lamp produces fine in assembling machines so make em there!
by Panzerknacker
Mon Sep 22, 2025 8:27 pm
Forum: Balancing
Topic: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode
Replies: 8
Views: 1035

Re: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode

Yeah agree, they might as well have removed all those extra presets in Space Age.

And yeah, I really miss the expensive recipes, made my own mod for that but it's not the same.
by Panzerknacker
Sun Sep 14, 2025 6:07 am
Forum: Duplicates
Topic: [2.0.66] Circuit use does not require unlock.
Replies: 2
Views: 352

Re: [2.0.66] Circuit use does not require unlock.

I'm a proponent of per-game shortcut behavior because it just blows imo that you join one random multiplayer game and have all the buttons unlocked on all your saves, crap that you have no idea what it is because you never researched it yourself. When I was a new player I had to figure out how to ...
by Panzerknacker
Tue Sep 02, 2025 11:10 pm
Forum: General discussion
Topic: I'm back and on a Steamdeck - anyone else on Steamdeck? Tips/Tricks/Observations?
Replies: 3
Views: 1033

Re: I'm back and on a Steamdeck - anyone else on Steamdeck? Tips/Tricks/Observations?

Plug it into a external monitor and keyboard/mouse.

Or atleast completely redo the controls.
by Panzerknacker
Sat Aug 09, 2025 6:51 pm
Forum: Ideas and Suggestions
Topic: Inserter Filtering as a Tech Unlock
Replies: 24
Views: 1995

Re: Inserter Filtering as a Tech Unlock

ofc this thread is about the explicit type of filtering, not the automatic one.
Jap2.0 wrote: Sat Aug 09, 2025 6:13 pm Do you feel the same way about the stack size upgrades?
Hmm I don't really like that normal inserters also get the ability to bulk-insert. i'm fine with the bulk inserter getting upgrades.
by Panzerknacker
Sat Aug 09, 2025 2:33 pm
Forum: Ideas and Suggestions
Topic: Inserter Filtering as a Tech Unlock
Replies: 24
Views: 1995

Re: Inserter Filtering as a Tech Unlock

One more small con I have against inserter filtering as a tech is that it changes the functionality of affected entities to such an extent that updated recipes would be expected. How can the same simple Burner inserter that is crafted from a iron gear wheel and a iron plate suddenly be capable of ...
by Panzerknacker
Fri Aug 08, 2025 12:08 pm
Forum: Ideas and Suggestions
Topic: Inserter Filtering as a Tech Unlock
Replies: 24
Views: 1995

Re: Inserter Filtering as a Tech Unlock

Since it has a pretty niche use case then anyway (that's what most people imply here) then the best option seems to be simply how it already was, a special inserter that can do that where you need it. Problem was the unique coloring but as I pointed out before, maybe a good solution can be found for ...
by Panzerknacker
Wed Aug 06, 2025 2:28 pm
Forum: Ideas and Suggestions
Topic: Inserter Filtering as a Tech Unlock
Replies: 24
Views: 1995

Re: Inserter Filtering as a Tech Unlock


Only reasonable restriction is having filters be gated by a specific entity which you need to craft, which means having a special technology that unlocks inserters with filters. For base game we decided that there is not enough colors to make inserters look unique and so we decided having less ...
by Panzerknacker
Tue Aug 05, 2025 9:09 pm
Forum: Ideas and Suggestions
Topic: Inserter Filtering as a Tech Unlock
Replies: 24
Views: 1995

Re: Inserter Filtering as a Tech Unlock

Agree 100%, especially with the complexity for new players thing. The worst part is, by having this tech always from the start on even the simplest inserters it encourages a playstyle that is sub-optimal, relying on the filters instead of setting up proper logistics. Like this is 'the' way to play ...
by Panzerknacker
Tue Jul 22, 2025 11:50 am
Forum: General discussion
Topic: I'm afraid of reddit influence
Replies: 44
Views: 6417

Re: I'm afraid of reddit influence

Space Age is getting good reviews but not as good as Factorio did before 2.0.

Few things I wanna say, as I hope devs might be reading this thread. First, Reddit is trash. You never know how many bots are there trying to manipulate the direction of your game for whatever reason (remember your game ...
by Panzerknacker
Fri Jul 18, 2025 5:27 pm
Forum: Balancing
Topic: Inserter filters allow trivial Belt Madness level 3 solution
Replies: 6
Views: 1761

Re: Inserter filters allow trivial Belt Madness level 3 solution

This is a MAJOR oversight :P But seriously I never liked the change that allows all inserters to filter anyway, it's rather lame imo. Having inserters filtering items is a niche use case which was perfectly fitted for that single special inserter which you had to use. If you need this constantly ...
by Panzerknacker
Fri Jul 18, 2025 5:38 am
Forum: Gameplay Help
Topic: Did circular belts always halt on full load?
Replies: 5
Views: 762

Re: Did circular belts always halt on full load?

To get back to OP's question: Did circular belts always halt on full load?

I don't think so. At least I remember countless situations where the items would keep circulating even is the belt was completely filled. I also remember this behavior changing at a certain point. This was 4 years ago or ...

Go to advanced search