Search found 143 matches

by XT-248
Thu Oct 31, 2024 1:13 pm
Forum: General discussion
Topic: Vulcanus: Kill the worms
Replies: 21
Views: 18013

Re: Vulcanus: Kill the worms

After the 10th or 15th attempt i finally got him :mrgreen: .... At YT (Nilaus) he just took 3 shots with that shells https://youtu.be/qs76dTFSUvw?si=zbSp7f1fdhricteC&t=599 Yeah, having a non-trivial amount of physical damage modifier/bonus from repeatable technology helps to overcome the HP poo...
by XT-248
Thu Oct 31, 2024 1:08 pm
Forum: Gameplay Help
Topic: extra stone from vulcanus
Replies: 6
Views: 5939

Re: extra stone from vulcanus

But that is more energy inefficient way to do it. But you have so much energy available on Vulcanis... Solar panels have a 400% bonus on the surface. The Calcite-to-Steam recipe can produce so much 500-degree C Steam that you will never have to worry about running out of energy. True that. ... but ...
by XT-248
Tue Oct 29, 2024 5:27 pm
Forum: Gameplay Help
Topic: extra stone from vulcanus
Replies: 6
Views: 5939

Re: extra stone from vulcanus

MeduSalem wrote: Fri Oct 25, 2024 3:21 pmBut that is more energy inefficient way to do it.
But you have so much energy available on Vulcanis...

Solar panels have a 400% bonus on the surface.

The Calcite-to-Steam recipe can produce so much 500-degree C Steam that you will never have to worry about running out of energy.
by XT-248
Tue Oct 29, 2024 5:07 pm
Forum: General discussion
Topic: Vulcanus: Kill the worms
Replies: 21
Views: 18013

Re: Vulcanus: Kill the worms

Yes you don't need Uranium shells. I recommend you check out the Demolishers resistances in Factoriopedia (ALT + left click) and try a few different approaches. Well. Actually, at a few repeatable physical damage unlocks, uranium cannon shells can reach ~30k damage before resistance , which is more...
by XT-248
Sat Oct 12, 2024 5:14 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 197929

Re: Friday Facts #375 - Quality

aka13 wrote: Sat Oct 12, 2024 4:40 pm That has aged like milk, seeing as how there is no RCU anymore :D
As Loewchen said, RCU are likely not the only one to get the productivity from research treatment.
by XT-248
Sat Oct 12, 2024 3:26 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 197929

Re: Friday Facts #375 - Quality

Where do you have the info from, that quality assemblers boost productivity? There is research that does boost recipe productivity, and I don't think there would be one for barreling/unbarreling fluid. Example: https://cdn.factorio.com/assets/blog-sync/fff-376-rocket-control-unit-productivity.png F...
by XT-248
Sat Oct 12, 2024 4:19 am
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 36427

Re: Friday Facts #432 - Aquilo

I will add my voice about Railgun ejecting spent cartridges (or whatever you want to call it in-game). The concept of 'Railgun' is to remove the inefficiency of using chemical fuel from the equation (gunpowder, solid/liquid propellant, etc.), utilizing a magnetic coil to generate a powerful magnetic...
by XT-248
Fri Oct 11, 2024 12:54 am
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 32425

Re: Friday Facts #431 - Gleba & Captivity

That one is guaranteed, Trupen has already scheduled a 24 hour Gleba livestream on embargo release day. I plan to completely unplug from social media until I have played Space Age Expansion to a satisfying conclusion. Unironically, I will have very little time to keep up with anything for next week...
by XT-248
Sun Oct 06, 2024 3:46 am
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 32425

Re: Friday Facts #431 - Gleba & Captivity

12th science is endgame science as white is in current version of Factorio The seven science packs figure already counts space science. Red/Automation is the first one. Green/Logistics is the second one. Black/Military is the third one. Blue/Chemical is the fourth one. Purple/Production is the fift...
by XT-248
Sat Oct 05, 2024 4:40 am
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 32425

Re: Friday Facts #431 - Gleba & Captivity

Speaking of testers, please be aware that the content/press embargo ends on the 14th October, so if you want to avoid spoilers please keep it in mind as there are no restrictions on what they can show. Is that the intended release date? :o October 21st is the release date. October 14th is when peop...
by XT-248
Fri Oct 04, 2024 11:38 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 32425

Re: Friday Facts #431 - Gleba & Captivity

7 Factorio 1.0 science packs. + 4 planet-specific from new planets. But biolab showcase features 12 types of science packs. Or I'm getting colorblind due to old age... The 12th Type MIGHT be the spoiled bioscience pack 12th science is endgame science as white is in current version of Factorio The s...
by XT-248
Sun Sep 29, 2024 9:29 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 154
Views: 31944

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

In terms of killing these enemies, was anyone else's first thought sacrificial nuclear reactors? Build and fuel reactors in enemies path. Wait. Enjoy the fireworks. The resulting nuclear explosions will hit many segments of the demolisher's body and should do enormous damage. I really hope THIS was...
by XT-248
Fri Sep 27, 2024 1:31 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 34894

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

Right, I forgot about those. But if it's a problem, why not just add new levels to the existing techs and tweak the numbers accordingly instead? Laser damage is infinite repeatable technology—no need for more levels. Although the exponential growth in technology costs could use some tweaking as the...
by XT-248
Fri Sep 27, 2024 1:26 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 42306

Re: Friday Facts #430 - Drowning in Fluids

I am disappointed with the pipe network's size limitation. At the same time, it does give little reason to use alternative logistics other than pipe, but not by that much. I would have to play with the new modified fluid logistics a bit before commenting further on fluid logistics in Space Age, Patc...
by XT-248
Fri Sep 27, 2024 4:10 am
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 34894

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

We do not know how quality works with personal laser defense modules (increase PLD's range? increase PLD's shooting speed? increase PLD base damage? Or some other benefits? Only one stat? Or all?). Unless I missed a dev comment regarding the quality effect on PLDs, feel free to correct me with a dir...
by XT-248
Wed Sep 25, 2024 2:39 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 34894

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

I don't actually think we're disagreeing as much as you seem to think we are. I completely disagree with implementing stutterstepping, but we're both on the same page about nerfing PLD. It is not that I disagree with you on 'implementing' stutter stepping. Being able to dodge worm projectiles exist...
by XT-248
Mon Sep 23, 2024 3:18 am
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 34894

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

Isn't 'toggling' personal laser defense on and off manually just another form of micro? On top of the stutter-stepping movement to dodge projectiles from worms? Which would result in more 'micro-intensive' gameplay when both are present together in-game? The difference is that toggling the laser de...
by XT-248
Sun Sep 22, 2024 4:36 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 34894

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

*snipped* That said, adding "micro-intensive" gameplay like stutter-stepping probably isn't a good fit for Factorio either. Stutter-stepping adds a degree of mechanical skill to the game, which maybe some people would want, but Factorio's is designed to be a more macro-intensive game over...
by XT-248
Sat Sep 21, 2024 8:40 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 16735

Re: Friday Facts #428 - Reactor & Logistics circuit control

I plan to have an infinite scalable 2xN nuclear reactor layout. When I connect more than one reactor to the checker (that checker being if the reactor has less than one fuel), the condition would also have to consider the number of reactors. IE: Four reactors have four fuel cells (one each). Then, ...
by XT-248
Sat Sep 21, 2024 4:51 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 16735

Re: Friday Facts #428 - Reactor & Logistics circuit control

By suggesting removing the timer condition, I would have to consider multiple fuel cells' energy content sitting in the reactor to distribute through the heat and steam network once the steam condition is met. You can now read if the reactor has fuel and only insert one fuel if it is empty AND the ...

Go to advanced search