Search found 342 matches

by CyberCider
Sat Nov 08, 2025 12:28 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8271

Re: Make promethium spoil, and quickly


I cant help but think... that factorio is a sandbox game? if you dont like a stratery that is only in the post-game, that doesnt completely break balance - dont use it? you still need a massive ship to do said belt storage, its not like you can plop down 50 belts and store hundreds of promethium ...
by CyberCider
Sat Nov 08, 2025 12:21 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8271

Re: Make promethium spoil, and quickly

juliawtapp wrote: Sat Nov 08, 2025 9:38 am when was this? I can't find any mention in the changelogs of promethium science packs ever having had spoil time.
If it ever was the case (and I sort of vaguely remember that it might have been), it was before the full release of Space Age, and we had only heard of it from playtesters.
by CyberCider
Fri Nov 07, 2025 8:56 am
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8271

Re: Make promethium spoil, and quickly


I disagree it's fairly well explained by several players that they enjoy doing it, that's one point, allowing various build, instead of having only one way to try and min-max, there are different concepts that can be weighted against each other when discovering the game. You say yourself that some ...
by CyberCider
Thu Nov 06, 2025 3:51 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8271

Re: Make promethium spoil, and quickly

Which dark necromancer summoned this year old thread from the depths of the underworld? Are you celebrating its anniversary?

Anyway, when I had made this thread, I didn’t quite have a full understanding of space platform mechanics, because at the time Space Age had only released recently. I made it ...
by CyberCider
Thu Oct 30, 2025 5:35 pm
Forum: Ideas and Suggestions
Topic: Default to ice platform + concrete when first arriving on Aquilo
Replies: 5
Views: 534

Re: Default to ice platform + concrete when first arriving on Aquilo

Nemoricus wrote: Thu Oct 30, 2025 2:40 pm Foundation
Hazard concrete, refined concrete, refined hazard concrete
Actually, foundation can’t be placed anywhere on Aquilo :geek:
by CyberCider
Thu Oct 30, 2025 3:22 pm
Forum: Balancing
Topic: Early game quality balance
Replies: 10
Views: 793

Re: Early game quality balance


I tried that, and I was not successful. My general approach is to use productivity modules and speed beacons as much as possible to reduce factory size and input requirement. Not very early game, but starting with mid game. Less input requirement means mines last longer, which is important for ...
by CyberCider
Thu Oct 30, 2025 7:04 am
Forum: Balancing
Topic: Early game quality balance
Replies: 10
Views: 793

Re: Early game quality balance

Quality largely not being accessible early on makes complete sense to me. It’s simply very strong, even without epic and legendary unlocked. I mean, you must keep in mind that quality is mostly a megabase oriented mechanic. Of course it doesn’t really have much purpose in a run to beat the game ...
by CyberCider
Wed Oct 22, 2025 5:42 am
Forum: Ideas and Suggestions
Topic: Upgrade planer's setting to change via a global "meniu"
Replies: 1
Views: 182

Re: Upgrade planer's setting to change via a global "meniu"

There’s already a way to solve your problem: Put your blueprints in a book, create a copy of that book, then apply your upgrade planner to that book.
by CyberCider
Sun Oct 19, 2025 12:04 pm
Forum: Ideas and Suggestions
Topic: Turret's target priority, do not fire at
Replies: 8
Views: 752

Re: Turret's target priority, do not fire at

If it already works, then why make a suggestion? And I have already seen it used on biter spawners.
by CyberCider
Thu Oct 16, 2025 11:51 am
Forum: Ideas and Suggestions
Topic: End game research for promethium. Techs to boost all planets resources
Replies: 16
Views: 1700

Re: End game research for promethium. Techs to boost all planets resources


In vanilla, the Rocket silo is fairly early in the purple/yellow tech tree. I generally consider most of purple/yellow science tech to be post-game.


Well, I prefer to stick to the definition: Something is postgame if beating the game is a requirement for obtaining it. But I do understand your ...
by CyberCider
Thu Oct 16, 2025 5:45 am
Forum: Ideas and Suggestions
Topic: End game research for promethium. Techs to boost all planets resources
Replies: 16
Views: 1700

Re: End game research for promethium. Techs to boost all planets resources

h.q.droid wrote: Thu Oct 16, 2025 5:18 am I'd suggest something like the spidertron. It was also post-game content that is cool but not necessary.
It wasn’t postgame though, just endgame. It didn’t require space science.
by CyberCider
Wed Oct 15, 2025 9:13 am
Forum: Ideas and Suggestions
Topic: End game research for promethium. Techs to boost all planets resources
Replies: 16
Views: 1700

Re: More use for Prometium science


It would be nice if there would be more tech, or some of the infinite tech would start using this at some point.

Just to make it more usefull to actually get it. Its a bit bland now, only used for research productivity.
Maby do it like the damage upgrades, after level 15 make it so it starts ...
by CyberCider
Sat Oct 11, 2025 8:16 am
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2814

Re: Make Lamp in Electromagnetic Plant

computeraddict wrote: Fri Oct 10, 2025 8:27 pm We can automate wood production in vanilla now, so... why not? It'd give a boost to one of silliest possible items to grind legendary for. (The other being burner miners, of course.)
It’s already a thing, small poles can be crafted in the EMP. Just to complete the suite of power poles.
by CyberCider
Sat Sep 27, 2025 2:47 pm
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2814

Re: Make Lamp in Electromagnetic Plant


Given that the lamp is extremely cheap, purely* cosmetic, and isn't used as an ingredient for anything, I fail to see how there is a balance issue here.


These are the reasons why this feature sounds pointless to me. Lamps aren’t upcycled for quality either, and aren’t mass produced nearly as ...
by CyberCider
Tue Sep 23, 2025 3:31 pm
Forum: Ideas and Suggestions
Topic: Recipe For Spoilage/Nutrients From Wood
Replies: 9
Views: 1002

Re: Recipe For Spoilage/Nutrients From Wood


Currently, the Biochamber has limited utility outside of Gleba, at least compared to the Foundry and the Electromagnetic Plant, and a major reason is that it requires Nutrients.


This is a flawed comparison. Gleba’s “power building” is the biolab, not the biochamber.

And the reason for ...
by CyberCider
Tue Sep 16, 2025 8:37 am
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 63
Views: 10079

Re: Increase cargo size for Legendary Cargo Wagons and Fluid Wagons

juliawtapp wrote: Tue Sep 16, 2025 8:07 am On that note, maybe quality train locomotives could accelerate a bit faster and have a slightly higher top speed, too.
This is already provided by quality fuel. But I think braking force would be more useful anyway. It’s actually quite important for throughput.
by CyberCider
Sat Sep 06, 2025 11:56 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 43831

Re: Ban quality modules from asteroid crushers


If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken.


This isn’t about what people switch to, but what’s optimal. And practicality/ease of use/simplicity is not a real measure of efficiency in Factorio, and ...
by CyberCider
Fri Sep 05, 2025 1:24 pm
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 2011

Re: Demolisher sizes as weapon tech gates


Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack those.


You know what, you’re right. This ...
by CyberCider
Fri Sep 05, 2025 12:52 pm
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 2011

Re: Demolisher sizes as weapon tech gates


I'm more inclined for giving different rewards for killing them with different ways.


I feel like Vulcanus of all planets is really not in need of any more rewards. The planet is plenty rewarding, to the point where it feels too easy and boring. Like it’s rewarding you for nothing, just giving ...
by CyberCider
Fri Sep 05, 2025 8:40 am
Forum: General discussion
Topic: it's been almost a year, can we please get more?
Replies: 3
Views: 1130

Re: it's been almost a year, can we please get more?

This isn’t a live service game, it won’t keep getting bloated for eternity. The game is pretty much complete, the devs are moving on to another project. There will be at least one more version, 2.1, which will possibly have some additional content, but nothing large or drastic. If you want “more ...

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