Search found 20 matches

by mako00
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 ...
by mako00
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...
by mako00
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...
by mako00
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?

BlueTemplar wrote: ↑Tue Nov 26, 2024 7:11 pm I think strafers outrange at least gun turrets ?
Only in theory - in practice they tend to circle strafe around one turret, walking right into the range of other turrets.
by mako00
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...
by mako00
Wed Nov 20, 2024 5:39 pm
Forum: Ideas and Suggestions
Topic: [Space Age] Flamethrower ammo for Gleba
Replies: 4
Views: 369

Re: [Space Age] Flamethrower ammo for Gleba

sp55aa wrote: ↑Wed Nov 20, 2024 5:22 pm I think it is a challenge, and it is fun for me
I don't know if I'd consider requesting it from Nauvis an interesting challenge.
by mako00
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...
by mako00
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...
by mako00
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...
by mako00
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

Stargateur wrote: ↑Wed Nov 20, 2024 11:07 am
mako00 wrote: ↑Wed Nov 20, 2024 11:04 am Second, foundries can take 5 modules, so they get 95% module bonus.
mako have better foundries than us poor engineer
Not sure what I was thinking of... :?:

Yeah, it is 4, of course.
by mako00
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...
by mako00
Wed Nov 20, 2024 9:56 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 26
Views: 1894

Re: Gleba early game should be made easier significantly

Yoyobuae wrote: ↑Tue Nov 19, 2024 3:04 pm Would be nicer if the evolution curves where adjusted to be something more like Nauvis, where the stronger enemies are introduced gradually.
Actually, Gleba enemies and spawn rates were rebalan ed in 2.0.17, so it should already feel smoother.
by mako00
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.
by mako00
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.
by mako00
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?
by mako00
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.
by mako00
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...
by mako00
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.
by mako00
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)?
by mako00
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...

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