Search found 236 matches
- Wed Feb 12, 2025 8:42 am
- Forum: Balancing
- Topic: base health of rocket turret is too low
- Replies: 6
- Views: 641
Re: base health of rocket turret is too low
Or maybe a "rocket flying speed" research?
Rocket turret actually has decent range, but the rocket flies so slow that a single biter can walk up to it before getting hit. It's worsened by the aiming algorithm, when a rocket is enough to kill something the other turret will stop firing at it ...
- Tue Feb 11, 2025 8:02 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 16
- Views: 710
Re: [Suggestion/Comic] A Gleba productivity science would be nice
That being said, it is true that Gleba is in a weird place regarding scale. However, in a direction other than what this post implies. You barely need any production on Gleba to reach very high spm's. For 10k spm and legendary prod modules everywhere, you need 1222 yumako fruits per minute (or ...
- Mon Feb 10, 2025 2:28 pm
- Forum: Outdated/Not implemented
- Topic: Demolishers should gain flat phsyical resistance with tier
- Replies: 9
- Views: 386
Re: Demolishers should gain flat phsyical resistance with tier
To be honest, this is just a problem with demolishers’ core design. You see, the reason biters are harder to clear than demolishers is the fact that to destroy a biter base you have to attack. And the factorio engineer is much worse at offense than it is at defense. All of its most powerful weapons ...
- Mon Feb 10, 2025 2:08 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 16
- Views: 710
Re: [Suggestion/Comic] A Gleba productivity science would be nice
I don't think you can really compare Gleba's pollution to Nauvis'. Whether or not it's easy to deal with doesn't change the fact that most people can't really as Gleba is basically a deathworld if you try and pollute heavily, and most players just aren't that kind of player.
Deathworld is a bad ...
- Mon Feb 10, 2025 11:09 am
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 16
- Views: 710
Re: [Suggestion/Comic] A Gleba productivity science would be nice
Eh, the amount of work you have to put into gleba to have it reach EITHER fulgora or vulcanus' production is crazy due to spore clouds. It's very telling that on a reddit post where someone complained that iron/copper automation wasn't worth it that all the commentators told him he was crazy ...
- Sat Feb 08, 2025 10:07 am
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 16
- Views: 710
Re: [Suggestion/Comic] A Gleba productivity science would be nice
The point AGAINST it would be that Gleba fruits are essentially permanent where as ore patches are not, so they don't need it. But i don't think this is true as well, asteroids are free and they pretty much don't run out anyway but they do get a productivity research haha.
This is precisely why ...
- Fri Feb 07, 2025 10:20 am
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 8
- Views: 396
Re: Acid neutralizarion is 10x too fast.
Imo it’s not too fast, it simply produces too much. I say keep the same requirement of acid and calcite, but reduce the steam output by 10x.
- Fri Feb 07, 2025 10:10 am
- Forum: Ideas and Suggestions
- Topic: Aquilo: heat pipe concrete
- Replies: 8
- Views: 429
Re: Aquilo: heat pipe concrete
The ingredients 1 concrete, 1 heatpipe, 1 pipe and 1 plastic bar would be logistically more demanding. The heatpipe stuff is only making building harder, and at least just leading to a boring roboport-setup.
Yes, it makes building harder, that’s the whole point. And good luck using robots on ...
- Fri Feb 07, 2025 10:07 am
- Forum: Ideas and Suggestions
- Topic: Overgrowth Soil should speed up plant growth speed.
- Replies: 2
- Views: 140
Re: Overgrowth Soil should speed up plant growth speed.
It’s not really meant to be a thing for casual players, it’s for megabasers. It’s like the Gleba version of foundation.
- Fri Feb 07, 2025 9:58 am
- Forum: Ideas and Suggestions
- Topic: Quality on Gleba.
- Replies: 4
- Views: 322
Re: Quality on Gleba.
You think the game should be balanced around quality science? It’s practically a meme feature.
Also, only Fulgora is particularly good at quality, which makes perfect sense considering what it unlocks. Vulcanus is only marginally better at it than Nauvis, while Gleba is only marginally worse than ...
Also, only Fulgora is particularly good at quality, which makes perfect sense considering what it unlocks. Vulcanus is only marginally better at it than Nauvis, while Gleba is only marginally worse than ...
- Thu Feb 06, 2025 6:34 am
- Forum: Ideas and Suggestions
- Topic: Change ammonia rocket fuel recipe fluid inputs
- Replies: 5
- Views: 290
Re: Change ammonia rocket fuel recipe fluid inputs
I never noticed this before, but now it bugs me. +1
- Thu Feb 06, 2025 6:33 am
- Forum: Ideas and Suggestions
- Topic: Legendary Productivity should be 25%+
- Replies: 1
- Views: 142
Re: Legendary Productivity should be 25%+
What’s wrong with it being 25? It’s 2.5x the base amount, that’s the standard power increase for legendary items. Only a few types of items in the game have stronger bonuses than that.
Besides, it being specifically 25% makes assemblers reach a round +100% productivity at full legendary. That’s ...
Besides, it being specifically 25% makes assemblers reach a round +100% productivity at full legendary. That’s ...
- Wed Feb 05, 2025 10:48 am
- Forum: Ideas and Suggestions
- Topic: Show "Pollution: -%" for Efficiency module
- Replies: 3
- Views: 170
Re: Show "Pollution: -%" for Efficiency module
It’s not shown for either of these because they don’t directly affect pollution. They affect power consumption, which then itself affects pollution. Productivity modules list it specifically, because they separately affect pollution on top of power consumption. Speed and efficiency don’t do this ...
- Wed Feb 05, 2025 7:42 am
- Forum: Ideas and Suggestions
- Topic: Landing Pad Redesign
- Replies: 4
- Views: 298
Re: Landing Pad Redesign
Honestly? Out of all the “solutions” I’ve seen proposed for the landing pad throughput “problem”, I think this one might be the only one I actually like. But that’s only if I absolutely had to pick one, I still think it’s a rather ridiculous thing to worry about. I’ll take it seriously once someone ...
- Thu Jan 30, 2025 7:41 am
- Forum: Balancing
- Topic: Either revert, or even further increase the cost of mining productivity
- Replies: 5
- Views: 519
Re: Either revert, or even further increase the cost of mining productivity
My question would be, when would your propose nerf actually matter?
On default difficulty, mining productivity being half price on infinite tech means you'll only have one more of it. Nerfing it to previous levels would mean having ~8% less ore at purple/yellow tech for the rest of the game. Not ...
- Wed Jan 29, 2025 3:56 pm
- Forum: Balancing
- Topic: Either revert, or even further increase the cost of mining productivity
- Replies: 5
- Views: 519
Re: Revert/increase cost of mining productivity
If your mines run out, you have to go back and set up new mines. And this is something that isn't super easy to do remotely, though it is possible. Especially if it's your first playthrough, you might not have set up a tank for remote construction before leaving Nauvis (or other planets).
Well ...
- Wed Jan 29, 2025 3:05 pm
- Forum: Balancing
- Topic: Either revert, or even further increase the cost of mining productivity
- Replies: 5
- Views: 519
Either revert, or even further increase the cost of mining productivity
For those unaware, the cost of the mining productivity infinite tech was reduced in space age. By a factor of 2.5, no less. Personally, I can’t think of any reason for this to have been done. On top of that, yellow and space science were removed from its cost. I can understand space, as it’s a ...
- Sat Jan 18, 2025 11:38 pm
- Forum: Ideas and Suggestions
- Topic: Foundry slag or something similar, because Vulcanus feels like it’s missing something
- Replies: 1
- Views: 330
Foundry slag or something similar, because Vulcanus feels like it’s missing something
TL;DR
Make lava byproduct handling more involved and interesting
What?
Here's my rough draft of something that could work:
Lava processing recipes will have their stone outputs replaced by a new fluid, slag. Slag, being a fluid, can’t be immediately thrown into lava or into recyclers. There is ...
Make lava byproduct handling more involved and interesting
What?
Here's my rough draft of something that could work:
Lava processing recipes will have their stone outputs replaced by a new fluid, slag. Slag, being a fluid, can’t be immediately thrown into lava or into recyclers. There is ...
- Fri Jan 17, 2025 5:30 pm
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 766
Re: Liquid voiding on automatic recipe change
I completely agree. It also doesn’t help that this opens the door to really easy fluid byproduct voiding. I think the ideal solution would be to simply make the machine ignore the signal if there’s no room in the pipe network. No idea how technically doable this is, but I think it would be good to ...
- Thu Jan 16, 2025 8:41 am
- Forum: Ideas and Suggestions
- Topic: Gleba feels unsatisfying because it doesn't go far enough
- Replies: 12
- Views: 1015
Re: Gleba feels unsatisfying because it doesn't go far enough
I think you've missed my point. If I'm going to rely heavily on rocket transport anyways, Gleba really loses almost all of its value apart from the fact that it is a technology gate. As a newcomer to Gleba , it is really not intuitive what makes Gleba valuable and why I should bother slogging ...