Search found 291 matches

by coffee-factorio
Sun Jan 18, 2026 6:07 am
Forum: Gameplay Help
Topic: Exclude/Include only specific buildings from upgrade cancellation
Replies: 1
Views: 73

Re: Exclude/Include only specific buildings from upgrade cancellation

shift + click will roll back an upgrade/deconstruct action. For example, if you deconstruct some cliffs, shift + click will make it so they won't deconstruct. If you have to be specific an upgrade planner can be set up with filters so it only affects beacons.

You get an upgrade planner by left ...
by coffee-factorio
Tue Jan 13, 2026 1:45 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 3719

Re: What to do in the Space Age post game?



To use a Super Mario 64 analogy, reaching the System Edge feels like a good 70 star objective, but the game lacks a developer-imposed 120 star objective.
Getting all achievements doesn't fulfil that role, as you don't need your factory to grow to get 100% achievements.

Although, the problem for ...
by coffee-factorio
Fri Jan 09, 2026 12:27 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 3719

Re: What to do in the Space Age post game?


Rather, in the past couple months, I found my peace in moving on and playing other games again. That is my way out of the issue. I only check back on the website/forum every now and then to see if there is an update about the 2.1 update to see if the changes warrant a new playthrough. But I doubt ...
by coffee-factorio
Wed Jan 07, 2026 1:44 am
Forum: General discussion
Topic: space platform only run
Replies: 2
Views: 364

Re: space platform only run

Warptorio or Warp Drive Machine might be fun.
by coffee-factorio
Mon Jan 05, 2026 7:32 pm
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 3719

Re: What to do in the Space Age post game?


ps.
what was the most fun for me in Space Age is Gleba. The challenge to build and iterate a working and failsafe production, and to establish a logistic connection between Nauvis and Gleba for agriculture science, bioflux and biter eggs was exquisite. And the reward on Gleba is also most ...
by coffee-factorio
Sun Jan 04, 2026 6:56 pm
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 3719

Re: What to do in the Space Age post game?

GrumpyJoe wrote: Sun Jan 04, 2026 4:22 pm Again: why compete?
If you play for someone else, you are doing it wrong anyway.
It's hard to have a society without rankings.

There shouldn't be a right way to do a hobby.

But if you're isolating yourself doing a hobby it implies more issues than having a negative opinion about it.
by coffee-factorio
Sat Jan 03, 2026 3:56 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 3719

Re: What to do in the Space Age post game?

What I'm most personally interested in is a good business logic for harvesting promethium on a schedule.

I'm not interested in how fast someone gets it or what volume. My personal opinion on quality is that it generates paradoxes. So uh... I mean, if I have an opinion on a paradox I'm probably ...
by coffee-factorio
Mon Dec 29, 2025 1:48 am
Forum: General discussion
Topic: My space age review
Replies: 10
Views: 1251

Re: My space age review

It's a bit of a dragon in that the issue isn't made to be tractable. Keep at it with a steady pace.
by coffee-factorio
Mon Nov 03, 2025 4:29 pm
Forum: Gameplay Help
Topic: Question about farming legendary asteroids
Replies: 7
Views: 1252

Re: Question about farming legendary asteroids

Legendary asteroids are going to benefit greatly from asteroid productivity. On paper, the amount of asteroids you get is going to be pretty small and if you benchmark it you won't be much better off for going for that method instead of say, a mill strategy with a really good productivity bonus from ...
by coffee-factorio
Mon Nov 03, 2025 3:02 pm
Forum: General discussion
Topic: Why is the Quality mod required for Space Age?
Replies: 13
Views: 2440

Re: Why is the Quality mod required for Space Age?


How does the recycler give you nutrients in a way that is not available otherwise?
It creates spoilage but that already happens anyway so it doesnt add anything there.



This is "how Coffee's brain works". There's an indirect route to nutrients that goes jelly->iron bacteria 10%, spoilage. If I ...
by coffee-factorio
Sun Nov 02, 2025 12:21 pm
Forum: General discussion
Topic: Why is the Quality mod required for Space Age?
Replies: 13
Views: 2440

Re: Why is the Quality mod required for Space Age?



A recycler works like a void if you don't have quality. You could remove the entire thing, and still play Space Age. The only thing that directly affects other than quality is a alternate way of getting nutrients.


Isn't the recycler literally required to get resources on Fulgora?


Yeah, I ...
by coffee-factorio
Sat Nov 01, 2025 10:55 pm
Forum: General discussion
Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Replies: 33
Views: 4960

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block




The point where it starts to make sense is at a point in the game where a player can dispose of the asteroids in a way other than tossing them, which starts at Fulgora with a recycler but is practical at Vulcanus with rerolls.
I guess my point was kind of lost -- the idea was since I'm already ...
by coffee-factorio
Sat Nov 01, 2025 5:51 pm
Forum: General discussion
Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Replies: 33
Views: 4960

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block



I'm always flabbergasted how much emphasis people put on quality collectors. My own experience is even with the common ones, I'm still voiding more asteroids than I actually use.

And find quality turrets to be actively worse than common ones, outside of a few specialized situations: wider range ...
by coffee-factorio
Sat Nov 01, 2025 3:20 pm
Forum: General discussion
Topic: Why is the Quality mod required for Space Age?
Replies: 13
Views: 2440

Re: Why is the Quality mod required for Space Age?

A recycler works like a void if you don't have quality. You could remove the entire thing, and still play Space Age. The only thing that directly affects other than quality is a alternate way of getting nutrients.
by coffee-factorio
Fri Oct 31, 2025 5:41 pm
Forum: Gameplay Help
Topic: Land Mine Question
Replies: 4
Views: 518

Re: Land Mine Question

:lol:
That isn't untrue. It mainly effects early game, when you're resource starved. It also affects starts that go to Gleba first.

There's every second after you get enough resources. If you go to Vulcanus first, you can do a odd combo like basic liquifaction or coal liquifaction for sulfur ...
by coffee-factorio
Fri Oct 31, 2025 12:10 pm
Forum: Gameplay Help
Topic: Land Mine Question
Replies: 4
Views: 518

Re: Land Mine Question

They work and stompers are segmented, so if there's a segment in a AOE they'll take extra damage. Bonus damage has to be balanced against the fact they are a static defense. Even if a landmine does say, 3K damage that's 5+ mines going off for a kill on the worst stompers. That's quite a bill in ...
by coffee-factorio
Fri Oct 31, 2025 2:02 am
Forum: General discussion
Topic: Why is the Quality mod required for Space Age?
Replies: 13
Views: 2440

Re: Why is the Quality mod required for Space Age?

You don't need quality. The main thing you need to do is govern your speed, but you can reach the end game screen without quality being a part of your factory. Runtime was 92 hours for that game... although if I'm being honest I had two upcycler's running on the deck of that ship for a few hours ...
by coffee-factorio
Fri Oct 24, 2025 5:31 pm
Forum: General discussion
Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Replies: 33
Views: 4960

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block

I've tried it both ways.

With the "go for max" strategy what I ran into was that I'd be designing for a factory so powerful the standardization I'd do between levels just wouldn't hold, so I'd have to be implementing normal factories and max factories for a period of time. So my gap wasn't at the ...
by coffee-factorio
Thu Oct 23, 2025 12:46 am
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 65
Views: 13572

Re: Quality should increase train wagons capacity.


I form a loop and have an arbitrarily large number of trains. Why are you measuring the throughput of trains rather than tracks. In magical ideal fairyland (what my initial comment was about), endpoints don't matter and width is what is relevant.


It's usually a technical foul to invoke fairy ...
by coffee-factorio
Wed Oct 22, 2025 3:21 am
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 65
Views: 13572

Re: Quality should increase train wagons capacity.


Just noting for anyone who isn't aware:
Trains are a couple orders of magnitude higher throughput over belts when running at max speed (theoretically); the bottleneck that everyone is talking about is loading/unloading (specifically trains getting into and out of the station).


I did benchmark ...

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