Search found 232 matches
- Wed Jan 07, 2026 6:13 am
- Forum: Show your Creations
- Topic: Ticketing system for 95% fresh agricultural science
- Replies: 2
- Views: 950
Re: Ticketing system for 95% fresh agricultural science
Very cool.
Does overall throughput suffer from an on-demand production system vs. constant full production and recycling the excess?
Yes it does. I'm not throughput-limited by Gleba so my focus is minimizing spores.
I never quite got the appeal of the fish nutrients though. If I ran the ...
- Wed Jan 07, 2026 6:03 am
- Forum: Gameplay Help
- Topic: how do i ssetup a circut to remove fluids?
- Replies: 9
- Views: 583
Re: how do i ssetup a circut to remove fluids?
The problem with your setup is the pipe above the pump. You must pump directly into the cryo plant for fluid voiding. Otherwise the pipe will buffer the factory-ejected fluid instead.
- Mon Jan 05, 2026 3:54 am
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 3984
Re: What to do in the Space Age post game?
The only thing not even started is quality. It's because it is the only thing in Factorio that's not fun for me. Every base, every platform is with normal quality, and I'm satisfied with them because they work, and they work efficiently. About scale: it's a 714 SPM (6.7K eSPM) system. Not small ...
- Fri Dec 26, 2025 7:55 am
- Forum: Show your Creations
- Topic: Belt-end design for Gleba fruit pickup
- Replies: 1
- Views: 300
Belt-end design for Gleba fruit pickup
I've been experimenting Gleba and came up with a tiny design that prevents end-of-belt fruit rotting:
https://i.ibb.co/pjn5sKkg/a.png
0eNqlkt1qwkAQhV9F5nojRo2YgLd9CZGwyY66kOyG2YltkLx7Z5OiFEuhlL3a+TvfHOYOVdNjR9YxFHewtXcBiuMdgr043cSY0y1CAdxT5RMm7ULniZMKG4ZRgXUGP6BIx5MCdGzZ4jxh ...
https://i.ibb.co/pjn5sKkg/a.png
0eNqlkt1qwkAQhV9F5nojRo2YgLd9CZGwyY66kOyG2YltkLx7Z5OiFEuhlL3a+TvfHOYOVdNjR9YxFHewtXcBiuMdgr043cSY0y1CAdxT5RMm7ULniZMKG4ZRgXUGP6BIx5MCdGzZ4jxh ...
- Fri Dec 05, 2025 2:40 am
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 964
Re: Combinators should not affected by freeze
Because combinators not only do the calculations, their connected wires also store data. when some of combinators fail to work while others still work, the data may be corrupted and thus cause unknown trouble. Also because the unpredictable nature of heat system, the wires containing corrupted ...
- Thu Dec 04, 2025 9:51 am
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 964
Re: Combinators should not affected by freeze
But sometimes you are not on Aquilo and are busy doing something else. Also take the long trip to reach Aquilo into consideration, you as well as the necessary resource may be unable reach Aquilo in time and thus unable to prevent the actual freezing. That is to say, players should consider not ...
- Tue Dec 02, 2025 2:53 am
- Forum: Gameplay Help
- Topic: Recycler downgrading components
- Replies: 4
- Views: 636
Re: [2.0.72] Recycler downgrading components
I think there could be some QoL improvement. Right now, the current recipe is shown in alt mode icon but the queued ingredient is shown in the recycler UI. It's hard to see them at the same time especially at high scaling when the UI likely obstructs the recycler itself (and its icon). It would help ...
- Wed Nov 19, 2025 9:31 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1498
Re: Craft solid fuel in the biochamber
It sound backward to me to claim you're going to generate extra pollution on Gleba by sending nutrient to nauvis so you can be more productive on the infinite oil from asteroid. If you don't have good defense option for Nauvis, the situation will be worse on Gleba, and you're worsening it ...
- Wed Nov 19, 2025 1:58 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1498
Re: Craft solid fuel in the biochamber
I thought maybe i missed a situation where this suggestion would provide some objective benefit to players, but i understand now that it wasn't the case, you'd prefer to use the biochamber in some places where you can't, whereas for "consistency" i'd rather use cryogenic plant. It sound enough ...
- Wed Nov 19, 2025 1:50 am
- Forum: Ideas and Suggestions
- Topic: Different colors per type of turret, for overlapping turret coverage
- Replies: 4
- Views: 509
Re: Different colors per type of turret, for overlapping turret coverage
Maybe just distinguish what you're currently holding from whatever else. Like if you're holding a rocket turret, highlight other rocket turrets in green, and maybe ammo-less rocket turrets in dotted green, while highlighting all other turrets in a less bright shade of red.
- Mon Nov 17, 2025 3:33 am
- Forum: Ideas and Suggestions
- Topic: Space Age - Planet Gleba and Pollution contributing to Spoilage
- Replies: 9
- Views: 4245
Re: Space Age - Planet Gleba and Pollution contributing to Spoilage
I think it should be in the opposite direction: normal pollution cloud decreases spoilage, while spore increases it. All the chemicals combined could probably kill off whatever fungi / bacteria the Gleba spoilage constitutes.
It's also from a practical concern: the current Gleba spore cloud solely ...
It's also from a practical concern: the current Gleba spore cloud solely ...
- Mon Nov 17, 2025 2:16 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 1498
Re: Craft solid fuel in the biochamber
+1. Maybe it should also support the Aquillo fuel recipes for completeness.
Also solid fuel feels a bit neglected in the overall game: it has no dedicated Gleba recipe, is worse for driving cars and trains, and worse than rocket fuel in terms of energy efficiency once you gain access to biochambers.
Also solid fuel feels a bit neglected in the overall game: it has no dedicated Gleba recipe, is worse for driving cars and trains, and worse than rocket fuel in terms of energy efficiency once you gain access to biochambers.
- Sat Nov 15, 2025 11:19 am
- Forum: Show your Creations
- Topic: My 4.2k legendary SPM save
- Replies: 0
- Views: 495
My 4.2k legendary SPM save
Posting my save as a conclusion of this quality-heavy run. It produces all science packs except agricultural / promethium as legendary, at 4.2k SPM, translating to 580k eSPM.
end.zip
Selected screenshots:
Nauvis hub and science numbers, there isn't much to unload due to the high density of ...
end.zip
Selected screenshots:
Nauvis hub and science numbers, there isn't much to unload due to the high density of ...
- Sat Nov 08, 2025 3:48 am
- Forum: Ideas and Suggestions
- Topic: Remaking how you get Higher Quality in Factorio
- Replies: 5
- Views: 1270
Re: Remaking how you get Higher Quality in Factorio
I think the suggestion tackles the right problem: the logistics challenge posted by the random chance isn't fun when applied to everything universally. There are a few flaws though:
- Without the 10% random bump, modules need a universal buff to keep the current rates. Maybe around 2% for tier 1 ...
- Without the 10% random bump, modules need a universal buff to keep the current rates. Maybe around 2% for tier 1 ...
- Fri Nov 07, 2025 4:15 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 10513
Re: Make promethium spoil, and quickly
I think h.q.droid is saying that it's more efficient NOT to use storage ship at this size, it's already currently possible to build the spaceship that the suggestion is attempting to force on everyone, and it's already efficient to do so for large 10K+ SPM base, hence why the whole point is said ...
- Fri Nov 07, 2025 1:50 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 10513
Re: Make promethium spoil, and quickly
That's tiny. I have a 600k espm promethium storage ship and it's boring as hell.
Well, I want to take a look at it :) 600k espm is about equivalent to my ship here at ~research productivity 75: https://forums.factorio.com/viewtopic.php?t=130934
What's your cycle time? And UPS with ship en ...
- Thu Nov 06, 2025 8:10 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 10513
Re: Make promethium spoil, and quickly
because belt storage encourages boring builds while being about 6x as effective as not using it. Giving them spoil time would make vastly different builds more interesting, as more aspects of ships would matter instead of only size and belt density now, such as platform speed (both short term ...
- Sun Nov 02, 2025 2:03 am
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 14
- Views: 2681
Re: Why is the Quality mod required for Space Age?
Technically, you can get all the holmium ore you need by handcrafting. Practically, yes it's required.sarge945 wrote: Sun Nov 02, 2025 1:50 am Isn't the recycler literally required to get resources on Fulgora?
- Fri Oct 31, 2025 2:32 am
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 10
- Views: 1923
Re: Early game quality balance
Yes, that's all possible. I did this, I tried production lines with quality, did much math, and at one point I realized it's not fun, so I stopped. You're running to stand still. After you did quality, you're at the same spot as you were before, just with higher numbers. Everything the same, just ...
- Thu Oct 30, 2025 3:00 am
- 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: 5084
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Same here. I’ve been thinking about starting a new playthrough of Space Age, but the whole quality thing just puts me off. Even though I don’t have to use it, it feels like a broken mod I can’t uninstall. When part of the joy of Factorio is making your factory run perfectly and elegantly, having ...