Search found 342 matches
- 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 ...
- 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
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.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.
- 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 ...
- 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 ...
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 ...
- 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
Actually, foundation can’t be placed anywhere on AquiloNemoricus wrote: Thu Oct 30, 2025 2:40 pm Foundation
Hazard concrete, refined concrete, refined hazard concrete
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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
It wasn’t postgame though, just endgame. It didn’t require space science.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.
- 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 ...
- 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
It’s already a thing, small poles can be crafted in the EMP. Just to complete the suite of power poles.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.)
- 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 ...
- 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 ...
- 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
This is already provided by quality fuel. But I think braking force would be more useful anyway. It’s actually quite important for throughput.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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...