Search found 207 matches

by h.q.droid
Tue Oct 21, 2025 1:10 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: The EcoLab, research block with cursed 125% yield
Replies: 2
Views: 759

Re: The EcoLab, research block with cursed 125% yield

Gladaed wrote: Sat Oct 18, 2025 2:49 pm Wouldn't this be 1 + 0.25 + 0.0625 + 0.0151425 +... Yield? Sum_n=0^inf(1/(2n)²)
As the 0.25 recycled yield is recycled infinite numbers of times..
Good catch! Yes it's about 33% increase.
by h.q.droid
Mon Oct 20, 2025 3:07 am
Forum: Gameplay Help
Topic: Question about farming legendary asteroids
Replies: 5
Views: 261

Re: Question about farming legendary asteroids

When bootstrapping, use less crushers with better quality modules and dynamically change the recipe. For example, if you only have 2 legendary quality 3s, you should use them in one crusher and make it handle all the epic recipes, or even the rare ones.
by h.q.droid
Mon Oct 20, 2025 3:00 am
Forum: General discussion
Topic: How do you deal with emptiness after "finishing" the game?
Replies: 27
Views: 7347

Re: How do you deal with emptiness after "finishing" the game?

Try to make everything legendary. Start with legendary production buildings, then a team of fully legged legendary spidertrons, then equip them with legendary portable fusion reactors. I'm now trying to produce legendary metallurgic science and the next step is legendary military science.
by h.q.droid
Sat Oct 18, 2025 8:54 am
Forum: Gameplay Help
Topic: Aquillo: Seems different compared to the SA Release
Replies: 4
Views: 267

Re: Aquillo: Seems different compared to the SA Release

They changed the rocket fuel recipe to fix a recycling loop. It could be your fuel production using more ammonia starving the ice platform producer?
by h.q.droid
Sat Oct 18, 2025 12:59 am
Forum: General discussion
Topic: WASM instead of Lua
Replies: 4
Views: 568

Re: WASM instead of Lua

Not a Factorio dev, but I won't consider WASM for a modding system:

- Bad development ergonomics. You have to compile something else into WASM, so it would be clunky to run something immediate from the map editor.
- Bad performance. WASM trades high interfacing overhead for computational efficiency ...
by h.q.droid
Thu Oct 16, 2025 10:06 am
Forum: Ideas and Suggestions
Topic: Tick box: Fruid spoiled = soilage and seed
Replies: 4
Views: 334

Re: Tick box: Fruid spoiled = soilage and seed


So you want spoiled fruits to give 100% seeds but the normal processing remains at the same 2% seeds right?
Makes little difference you end up burning seeds anyway and making nutrients just to let them spoil to get spoilage just gives you loads more seeds.
At least you can burn them for energy so ...
by h.q.droid
Thu Oct 16, 2025 5:18 am
Forum: Ideas and Suggestions
Topic: End game research for promethium. Techs to boost all planets resources
Replies: 16
Views: 1344

Re: End game research for promethium. Techs to boost all planets resources

I'd suggest something like the spidertron. It was also post-game content that is cool but not necessary.
by h.q.droid
Thu Oct 16, 2025 3:03 am
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 14
Views: 698

Re: Palletization - A Way to Make Trains Relevant in the Late Game

Maybe instead of palletization, just have a car / tank crane to load / unload vehicles with inventory to / from trains? I mean in real world trains are used to carry cars. Currently cars / tanks can be transported with belts but are really clumsy at it, so it provides a meaningful way to load stuff ...
by h.q.droid
Thu Oct 16, 2025 2:59 am
Forum: Releases
Topic: Version 2.0.70
Replies: 12
Views: 4408

Re: Version 2.0.70


There was one miniscule change i did inside of the orbital logistics logic which is trying to pair silos with hubs or hubs with cargo landing pads when trying to resolve logistic requests: those requests are usually blocked if a target entity (hub when sending up from silos, cargo landing pad when ...
by h.q.droid
Wed Oct 15, 2025 2:30 am
Forum: Ideas and Suggestions
Topic: Quality techs
Replies: 0
Views: 147

Quality techs

This is a wild showerthought, but it could be a good incentive to quality science. Instead of or in addition to quality science being more durable, many *techs* could have quality levels that requires science bottles at corresponding quality to research. For example:

- Legendary advanced ...
by h.q.droid
Tue Oct 14, 2025 2:33 pm
Forum: Releases
Topic: Version 2.0.70
Replies: 12
Views: 4408

Re: Version 2.0.70


With Wube paying so much attention to optimisation as well as obscure bugs,
and the change you report being quite significant,
and indeed there seemingly being no change listed that should have caused this,
(you aren't on Mac, or using OpenGL, are you ?)

Wube would likely be glad if you made a ...
by h.q.droid
Tue Oct 14, 2025 11:31 am
Forum: Releases
Topic: Version 2.0.70
Replies: 12
Views: 4408

Re: Version 2.0.70

BlueTemplar wrote: Tue Oct 14, 2025 10:39 am What seems faster to you ?
My save ran at 50-56 UPS on 2.0.69 but got sped up to 60 UPS on 2.0.70.
by h.q.droid
Tue Oct 14, 2025 11:04 am
Forum: General discussion
Topic: Is Factorio affected by CVE-2025-49844?
Replies: 9
Views: 810

Re: Is Factorio affected by CVE-2025-49844?


Just FYI Lua implementation that Factorio uses is publicly available on GitHub: https://github.com/Rseding91/Factorio-Lua

So if you want to search / test for vulnerabilities you can do so :)


Thanks for the link!

The linked code looks vulnerable: https://github.com/Rseding91/Factorio-Lua/blob ...
by h.q.droid
Tue Oct 14, 2025 9:36 am
Forum: General discussion
Topic: Is Factorio affected by CVE-2025-49844?
Replies: 9
Views: 810

Re: Is Factorio affected by CVE-2025-49844?

Despite the wording, it is an issue in the Lua code. I tried the PoC from https://redrays.io/blog/poc-for-cve-2025-49844-cve-2025-46817-and-cve-2025-46818-critical-lua-engine-vulnerabilities/ . Factorio 2.0.70 seems fine. I used this `control.lua` in a newly created scenario:


require('__base ...
by h.q.droid
Tue Oct 14, 2025 7:26 am
Forum: Gameplay Help
Topic: Circutry for dynamic quality crafting
Replies: 2
Views: 230

Re: Circutry for dynamic quality crafting

You want to use a latch between your selector and the assembler, have it latch onto the same recipe until the assembler flashes "finished recipe" for one tick. You only need the recipe signal until the assembler starts working so read-working / a simple timer could work too.
by h.q.droid
Mon Oct 13, 2025 3:47 pm
Forum: Releases
Topic: Version 2.0.70
Replies: 12
Views: 4408

Re: Version 2.0.70

It also seems a lot faster. Is there any unmentioned optimization?
by h.q.droid
Sat Oct 11, 2025 12:54 pm
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality — modular, configurable, no random chances
Replies: 15
Views: 782

Re: (Long post warning) Rethinking quality — modular, configurable, no random chances


The difference between a simpler setup and full quality isn't big enough for it to matter in a regular playthrough. And as you said, productivity invalidates a lot of the potential gains. There's only so many quality equipment/machines you need, and then the only purpose of quality is science ...
by h.q.droid
Fri Oct 10, 2025 12:47 pm
Forum: Balancing
Topic: Curved quality chance: normal to uncommon should be more likely than epic to legendary
Replies: 7
Views: 548

Re: Curved quality chance: normal to uncommon should be more likely than epic to legendary


What are you imagining when you say "upgrade"?

Are you looking for gameplay like "Sure, I'll put rare productivity modules in my labs and rare furnaces on my platforms"?

Or are you looking for gameplay like "Okay, all my science is made with rare assemblers with rare productivity modules ...
by h.q.droid
Fri Oct 10, 2025 3:00 am
Forum: Balancing
Topic: Curved quality chance: normal to uncommon should be more likely than epic to legendary
Replies: 7
Views: 548

Re: Curved quality chance: normal to uncommon should be more likely than epic to legendary


This is a cool concept. I am not sure why the legendary module should give the same chance for everything though?


Well, my idea is that by the time you have a legendary module, the challenge difficulty should converge to the current state as it's an OK-ish anchor point.


This could be ...
by h.q.droid
Thu Oct 09, 2025 3:24 pm
Forum: Balancing
Topic: Curved quality chance: normal to uncommon should be more likely than epic to legendary
Replies: 7
Views: 548

Curved quality chance: normal to uncommon should be more likely than epic to legendary

After having played online with a periodically resetting map side by side with my very-late-game legendary megabase, I think I saw quality with a new angle. Currently people rarely bother with uncommon / rare because they have too little payoff for the relative cost. On the contrary, legendary feels ...

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