Search found 28 matches

by mako00
Thu Jan 23, 2025 12:59 am
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 85
Views: 4875

Re: They need to rename Gleba to Bartleby


This completely breaks my usual way of solving issues, dividing the problem up into separate steps and scaling up via the self organizing of trains. With Gleba, I basically had to design a production line in factoriolab, 1:1 copy that into the game hoping I didn't make a single mistake with belts ...
by mako00
Fri Dec 20, 2024 10:07 am
Forum: Ideas and Suggestions
Topic: Drop protection from space platforms
Replies: 10
Views: 597

Re: Drop protection from space platforms



Ahh, I completely forgot about that, much better than any of my solutions.
It would be good if that was discoverable in game though, the only reason I even know about that behaviour is from reading a not-a-bug report.

Yeah, the space logistics part is easily my least favorite design choice ...
by mako00
Fri Dec 20, 2024 9:28 am
Forum: Ideas and Suggestions
Topic: Drop protection from space platforms
Replies: 10
Views: 597

Re: Drop protection from space platforms

Afaik this can be fixed by adding a request for 0-1000 (or however many you have on the ship) for the respective planet, this will stop the ship from sending down the resource.

Still feels very much like a workaround.
by mako00
Thu Dec 19, 2024 10:46 am
Forum: Balancing
Topic: Adjust resource frequency for ribbon worlds
Replies: 6
Views: 786

Re: Ribbon world resource spread

This should probably still be posted in bugs.
by mako00
Fri Dec 13, 2024 4:56 pm
Forum: Balancing
Topic: Fusion Power feels a bit too simple
Replies: 8
Views: 1999

Re: Fusion Power feels a bit too simple

Did the fusion reactor require power to start up?

It does have a power consumption stat, but it does seem to need that much power?

One requirement could be that it eg requires 100MW for 10s to ignite, and then 1MW to keep running.
by mako00
Fri Dec 13, 2024 4:47 pm
Forum: Balancing
Topic: Artillery needs to be moved back to Nauvis
Replies: 62
Views: 13318

Re: Artillery needs to be moved back to Nauvis


Is this limit quite high? Yes. But it's there. And one thing I know about Factorio is that we always go bigger.


You will be hitting UPS limits long before that.
But its a game - games provide arbitrary challenges. This one of them. If you manage to hit this limit on a real playthrough ...
by mako00
Fri Dec 13, 2024 4:19 pm
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 5978

Re: Gleba early game should be made easier significantly


I'm not against linear progression Vulcanus->Fulgora->Gleba->Aquilo, but considering that first 3 unlock at the same time - it feels like you have freedom of choice, when in reality you don't, unless you want *pain*. Tho many players are rushing Gleba just to unlock Biolabs and then doing planets ...
by mako00
Fri Dec 06, 2024 12:51 pm
Forum: Balancing
Topic: Railguns were a disappointment
Replies: 12
Views: 1328

Re: Railguns were a disappointment

+1 to that. Not the railguns are the disappointment though, it's the big demolishers that are disappointing.

There's no reason to expand to big demolisher territory before endgame, and at that point, the handheld railgun completely trivializes them.

Maybe it would be enough to limit the pierce ...
by mako00
Mon Dec 02, 2024 11:22 am
Forum: General discussion
Topic: Do you care about infrastructure costs? Does it matter?
Replies: 14
Views: 1634

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 ...
by mako00
Fri Nov 29, 2024 12:37 pm
Forum: Balancing
Topic: Restarting nutrients supply is a pain in the ass
Replies: 15
Views: 1696

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 ...
by mako00
Fri Nov 29, 2024 12:27 pm
Forum: Balancing
Topic: Went to Gleba first -- how to deal with stompers?
Replies: 16
Views: 6555

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 ...
by mako00
Thu Nov 28, 2024 10:28 am
Forum: Balancing
Topic: Went to Gleba first -- how to deal with stompers?
Replies: 16
Views: 6555

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: 46
Views: 5978

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 ...
by mako00
Wed Nov 20, 2024 5:39 pm
Forum: Ideas and Suggestions
Topic: [Space Age] Flamethrower ammo for Gleba
Replies: 13
Views: 1305

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: 13
Views: 1305

[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 ...
by mako00
Wed Nov 20, 2024 4:27 pm
Forum: Ideas and Suggestions
Topic: Technology request: Conservation
Replies: 10
Views: 1855

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 ...
by mako00
Wed Nov 20, 2024 12:13 pm
Forum: Balancing
Topic: Molten iron/copper on Nauvis and Calcite demand
Replies: 13
Views: 4958

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 ...
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: 6743

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: 6743

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 ...
by mako00
Wed Nov 20, 2024 9:56 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 5978

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.

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