Search found 79 matches

by KuuLightwing
Sat Jul 11, 2026 7:06 am
Forum: Releases
Topic: Version 2.1.7
Replies: 234
Views: 148917

Re: Version 2.1.7


That's an interesting point, i found myself preventing player joining my multiplayer game to import blueprint recently because i find it more interesting to redesign using the new mechanics of 2.1, lane swiching for inserter changes a lot of things to me in the little details, and the circuit ...
by KuuLightwing
Fri Jul 10, 2026 10:27 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 234
Views: 148917

Re: Version 2.1.7


And yeah, the reason space casinos were too damn popular was because all the famous Youtubers just HAD to show off the exploit after it was declared as "to be patched" by the devs, yet the devs are the ones that get blamed for removing it, BECAUSE it became popular afterwards...

Who are we to ...
by KuuLightwing
Sun Jul 05, 2026 8:19 am
Forum: General discussion
Topic: Please, DO NOT remove space casino
Replies: 267
Views: 28329

Re: Please, DO NOT remove space casino


Quality was the first system implemented in the expansion. It was not tacked on to anything. There are no intentions to change how things work because it *is working how it was intended to work*. I get it; not everyone likes how it works - but it is working how it was intended to work. A huge ...
by KuuLightwing
Fri Jun 26, 2026 4:13 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 234
Views: 148917

Re: Version 2.1.7


I guess the reply is "don't be lazy", because there are other means of voiding concrete on Fulgora, not requiring the hazard concrete loop.



Which are centrifuge, recycler or cargo landing pad loops, depending on whether you want to erase lots of excessive reds/blues or not.
As a bonus, they ...
by KuuLightwing
Wed Jun 24, 2026 5:32 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 234
Views: 148917

Re: Version 2.1.7


The EM plant has a bidirectional port. The fluid level inside is equalized with the fluid level of the whole segment. That feels completely intuitive to me. If the EM plant could suck from the whole segment then it would be able to run when there is only 0.0001 fluid "inside" of it, which feels ...
by KuuLightwing
Wed Jun 24, 2026 8:45 am
Forum: Releases
Topic: Version 2.1.7
Replies: 234
Views: 148917

Re: Version 2.1.7


The "dynamic setup with filtered input-output ports" was the exact bug that needed fixing. Passing lubricant through a water-filtered boiler but not having it show up in the GUI made absolutely zero sense.

You can use a pump to restore the EM plant's ability to "suck" fluids.


Maybe there's any ...
by KuuLightwing
Sat Nov 16, 2024 10:54 am
Forum: General discussion
Topic: feedback on spaceships after making it to the edge
Replies: 4
Views: 6342

Re: feedback on spaceships after making it to the edge

I feel like the big issue is that the victory ship is essentially useless once you "win", as you need a completely different design for prometheum farming. Just getting to solar system edge grants no benefits at all (and whether prometheum science is exciting or not is also a bit of a question, as ...
by KuuLightwing
Fri Nov 15, 2024 5:45 pm
Forum: General discussion
Topic: No new recipes for making bricks?
Replies: 2
Views: 1950

Re: No new recipes for making bricks?

At least there's new concrete recipe that finally doesn't need iron ore. If only refined concrete could also be like this.
by KuuLightwing
Fri Nov 15, 2024 3:19 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 48
Views: 34489

Re: Friday Facts #437 - Cargo Pod Deep Dive


It's solveable by the player though.
Have the platform in a state where it must not unload :)

You can achieve that by setting a schedule from Nauvis (unload checked, wait condition science packs < 200) to Nauvis (unload not checked, wait condition science packs > 200).


Only works with ...
by KuuLightwing
Fri Nov 15, 2024 1:17 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 40
Views: 15527

Re: Feels like certain changes were made to the game 'just because'


A reminder that these are for the first time players first and foremost β€” I guess Wube noticed that too few people were playing the demo / tutorial scenarios first, and instead jumping straight into freeplay ?

I have my doubts that they are all that beneficial for new players either. And not ...
by KuuLightwing
Fri Nov 15, 2024 12:11 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 48
Views: 34489

Re: Friday Facts #437 - Cargo Pod Deep Dive

I thought it will touch more on gameplay aspects when I saw the title.

Biggest gripe is I really feel like we should be able to set minimum payload size for orbital drops so that it doesn't send 1000 pods of 1 science over just sending 5 pods with 200 science or so.

And contrariwise the rockets ...
by KuuLightwing
Wed Nov 13, 2024 5:03 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 40
Views: 15527

Re: Feels like certain changes were made to the game 'just because'

Yea, I also agree that often times trigger tech introduced more friction than benefit for me, like having to extract oil before building refineries and so on.

Especially when you need to do a specific thing on a different planet like with nuclear reactor research. If you want steam turbines, you ...
by KuuLightwing
Wed Nov 13, 2024 4:42 pm
Forum: General discussion
Topic: Aquilo feedback
Replies: 5
Views: 8834

Re: Aquilo feedback


I just finished the game. And let me start off by saying that I loved Aquilo. The heating mechanic causes you to revisit how you do a lot of things instead of just being a copy&paste from previous planets. All planets do this in some way or another, but Aquilo is best at it. And I love that ...
by KuuLightwing
Wed Nov 13, 2024 3:53 pm
Forum: General discussion
Topic: Aquilo feedback
Replies: 5
Views: 8834

Aquilo feedback

Aquilo doesn't sit right for me. I liked all other planets, even Gleba, but with Aquilo there's several things that rub me the wrong way.

First of all, some annoyances:

- 5x bot energy drain means that building anything with bots becomes much slower, as they drain even a pretty decent suit (Q3 ...
by KuuLightwing
Mon Nov 11, 2024 10:18 pm
Forum: General discussion
Topic: Certain tech tree dependencies and trigger tech issues in Space Age
Replies: 16
Views: 6965

Re: Certain tech tree dependencies and trigger tech issues in Space Age

Oh, found another anomaly. Is there a particular reason why railgun shooting speed needs cryo science, and railgun damage does not, and needs agri science instead?
by KuuLightwing
Sun Nov 10, 2024 4:40 pm
Forum: General discussion
Topic: Certain tech tree dependencies and trigger tech issues in Space Age
Replies: 16
Views: 6965

Certain tech tree dependencies and trigger tech issues in Space Age

I'm at Aquilo currently, and across my playthrough I had some friction with trigger techs, and some dependencies in the tech tree that do not make for smooth game experience.

First of them is oil. I'm not a fan that you need to mine oil first before you can do anything with it. It's a minor thing ...
by KuuLightwing
Sun Nov 10, 2024 1:32 pm
Forum: General discussion
Topic: Dissapointed Space Age doesn't do Space correctly
Replies: 35
Views: 18365

Re: Dissapointed Space Age doesn't do Space correctly

No need to bring up Star Citizen lol, that's the whole other story.

Also, in what games spaceships are "much more unrealistic" and what metrics are you using? Factorio space platforms strictly speaking don't even go anywhere, there's no 3D or even 2D space they navigate. How is that more realistic ...
by KuuLightwing
Sun Nov 10, 2024 11:47 am
Forum: General discussion
Topic: Dissapointed Space Age doesn't do Space correctly
Replies: 35
Views: 18365

Re: Dissapointed Space Age doesn't do Space correctly

I do find platforms a bit of a weak side of the DLC. Building a functional platform is interesting enough, but the whole aspect of space travel feels rather underwhelming. I don't even mean realism, I didn't expect it to be realistic at all, but I think even if we had some animations for departure ...
by KuuLightwing
Fri Oct 11, 2024 12:13 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 104603

Re: Friday Facts #432 - Aquilo

doktorstick wrote: Fri Oct 11, 2024 12:01 pm To jumpstart it. Same reason why in the north, we plug in our cars even though the engine gets hot enough to sustain itself once running.
Engines are a bit different from electric heaters. They have a lot of mechanical components, friction, lubricants and so on. Heater could be just a coil.
by KuuLightwing
Sun Sep 29, 2024 8:49 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 153878

Re: Friday Facts #430 - Drowning in Fluids


In my games, I usually ended up with solid-trains that were two engines and four wagons, and liquid-trains that were only two or even one wagon long. The fluids were always more dense, for the recipes. I even did far away nuclear-steam-powered outposts, with a single solar panel to jump-start them ...

Go to advanced search