Search found 20 matches
- Mon Dec 02, 2024 11:22 am
- Forum: General discussion
- Topic: Do you care about infrastructure costs? Does it matter?
- Replies: 7
- Views: 511
Re: Do you care about infrastructure costs? Does it matter?
I don't want to be wasteful, but does it really matter? I am thinking minutes to be more cost effective and maybe that saved resource can be mined in few seconds. Short answer: you are thinking about it too much ;) Your biggest resource is time, when your factory isn't producing something, you are ...
- Fri Nov 29, 2024 12:37 pm
- Forum: Balancing
- Topic: Restarting nutrients supply is a pain in the ass
- Replies: 10
- Views: 718
Re: Restarting nutrients supply is a pain in the ass
Copium. No-one designs his factory to be a pain in the ass to reboot or cold-boot. If anything, designing the game around this mechanic is an oversight from the game developers. It shouldn't be *that* to cold-boot, especially if it is already brutal to design a factory that does not need it on Gleb...
- Fri Nov 29, 2024 12:27 pm
- Forum: Balancing
- Topic: Went to Gleba first -- how to deal with stompers?
- Replies: 16
- Views: 2578
Re: Went to Gleba first -- how to deal with stompers?
You absolutely don't need tesla turrents and artillery for Gleba (source: I'm making 400 packs/m just fine here without them). And you doubly don't need them for hatching wrigglers. You do want to spread your radar network to cover your whole pollution cloud. And you do want a tank to kill pesky egg...
- Thu Nov 28, 2024 10:28 am
- Forum: Balancing
- Topic: Went to Gleba first -- how to deal with stompers?
- Replies: 16
- Views: 2578
Re: Went to Gleba first -- how to deal with stompers?
Only in theory - in practice they tend to circle strafe around one turret, walking right into the range of other turrets.
- Mon Nov 25, 2024 4:07 pm
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 26
- Views: 1894
Re: Gleba early game should be made easier significantly
(Do you consider auto-power starving with laser turrets to slow down as a 'circuit' adjustment ? (It can work without any logical wires.)) Lasers are not really recommended for space, asteroids have high laser absorb, and power is scarce in space (until you get nuclear). Gun turrets with yellow amm...
- Wed Nov 20, 2024 5:39 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Flamethrower ammo for Gleba
- Replies: 4
- Views: 369
- Wed Nov 20, 2024 4:41 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Flamethrower ammo for Gleba
- Replies: 4
- Views: 369
[Space Age] Flamethrower ammo for Gleba
tl;dr Add an alternative recipe for flamethrower ammo that works for Gleba what? Add a recipe for flamethrower ammo that uses light oil instead of crude oil why? Fighting things with your personal flamethrower or the tank flamethrower is fun but sadly underused. Flamethrower ammo is literally the o...
- Wed Nov 20, 2024 4:27 pm
- Forum: Ideas and Suggestions
- Topic: Technology request: Conservation
- Replies: 10
- Views: 657
Re: Technology request: Conservation
I would vote for an infinite tech that extends spoil time for Gleba science packs. This makes Gleba science more productive without removing the challenge completely. Given that there are so many productivity techs now, and cryo science doesn't have much use anyway (not a lot of reasons to improve r...
- Wed Nov 20, 2024 12:13 pm
- Forum: Balancing
- Topic: Molten iron/copper on Nauvis and Calcite demand
- Replies: 7
- Views: 1493
Re: Molten iron/copper on Nauvis and Calcite demand
I'd love to have *some* extra complexity (your supply chain gets easier with molten metals after all), but not to the point to render it impractical to do at all. I really don't see how this is impractical, or where the sweet spot in terms of complexity would be for you? If an extra ingredient is t...
- Wed Nov 20, 2024 11:31 am
- Forum: Balancing
- Topic: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
- Replies: 29
- Views: 2822
Re: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
Not sure what I was thinking of...
Yeah, it is 4, of course.
- Wed Nov 20, 2024 11:04 am
- Forum: Balancing
- Topic: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
- Replies: 29
- Views: 2822
Re: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
With Epic Productivity Modules (+76% Productivity for 4 of them) and let's say +70% research, you have the following: LDS Casting: +50+76% Prod from Molten Metal (Foundry) (+146% total) +50+76+70% Prod from LDS Casting Recipe (Foundry) (+196% total) Total Productivity in chain: 343% "Vanilla&q...
- Wed Nov 20, 2024 9:56 am
- Forum: Balancing
- Topic: Gleba early game should be made easier significantly
- Replies: 26
- Views: 1894
- Fri Nov 15, 2024 5:20 pm
- Forum: General discussion
- Topic: Coming back after a few year Hiatus, Differences between .16 and 2.0?
- Replies: 20
- Views: 1189
Re: Coming back after a few year Hiatus, Differences between .16 and 2.0?
Space Exploration changes a bunch of early game recipes anyway, and it is generally recommended that you start a fresh game with it.
- Fri Nov 15, 2024 4:47 pm
- Forum: News
- Topic: Friday Facts #437 - Cargo Pod Deep Dive
- Replies: 45
- Views: 6978
Re: Friday Facts #437 - Cargo Pod Deep Dive
The animation is very nice, but please, please fix the drop pod spam.
- Fri Nov 08, 2024 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Allow bots to plant trees on Nauvis
- Replies: 2
- Views: 392
Re: Allow bots to plant trees on Nauvis
Wait, you can plant seeds manually?
- Thu Nov 07, 2024 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 38
- Views: 2361
Re: Please, PLEASE make circuit connection behavior configurable per wire
The alternative that e.g. Space Exploration uses is to have more than one wire connection point on buildings, e.g. one for control inputs and one for readouts (notably the spaceship console).
This feels a bit more tangible and intuitive (Factorio already has enough menuing as it is) imo.
This feels a bit more tangible and intuitive (Factorio already has enough menuing as it is) imo.
- Thu Nov 07, 2024 2:55 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 263
- Views: 25739
Re: Gleba has killed the game for me.
After reading a lot of posts like this, I think the game could do a better job of nudging the player towards the correct strategy. The design goal of Gleba is not to "out-race" the spoilage timer, it is to build a factory that can deal with spoilage where it occurs. In a nutshell, this mea...
- Thu Nov 07, 2024 2:47 pm
- Forum: Gameplay Help
- Topic: What is the point of the rocket silo "Read Orbital Requests" circuit network option?
- Replies: 7
- Views: 1982
Re: What is the point of the rocket silo "Read Orbital Requests" circuit network option?
I assume it is for producing things on demand, and in general allows you to react to ships arriving in orbit.
E.g. if you want to ship fresh biter eggs, you only take them out of the spawner once the ship is in orbit.
E.g. if you want to ship fresh biter eggs, you only take them out of the spawner once the ship is in orbit.
- Wed Nov 06, 2024 10:20 pm
- Forum: Balancing
- Topic: [2.0.13] Ice levels in Nauvis orbit too low
- Replies: 9
- Views: 2080
Re: [2.0.13] Ice levels in Nauvis orbit too low
Is this really a problem though?
You get enough ice to continuously run one chem plant of fuel/oxidizer production (at least I've never seen it stall due to lack of water), and when moving you usually have way more asteroids of any type than you can process anyway (at least on the inner planets)?
You get enough ice to continuously run one chem plant of fuel/oxidizer production (at least I've never seen it stall due to lack of water), and when moving you usually have way more asteroids of any type than you can process anyway (at least on the inner planets)?
- Wed Nov 06, 2024 9:56 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 263
- Views: 25739
Re: Gleba has killed the game for me.
I'm starting to think that I am some kind of Factorio savant because i didn't have many problems on Gleba? Granted, the base is fully bot-based und uses nuclear for power, but it doesn't use any combinators, and doesn't use "trash unrequested". You have a bunch of loops you need to stabili...