Search found 28 matches
- 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 ...
- 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 ...
- 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.
Still feels very much like a workaround.
- 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.
- 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.
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.
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
You do want to spread your radar network to cover your whole pollution cloud. And you do want a tank to kill pesky ...
- 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?
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: 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 ...
- 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
I don't know if I'd consider requesting it from Nauvis an interesting challenge.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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
Not sure what I was thinking of...Stargateur wrote: Wed Nov 20, 2024 11:07 ammako have better foundries than us poor engineermako00 wrote: Wed Nov 20, 2024 11:04 am Second, foundries can take 5 modules, so they get 95% module bonus.
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: 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 ...
- 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
Actually, Gleba enemies and spawn rates were rebalan ed in 2.0.17, so it should already feel smoother.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.