Good catch! Yes it's about 33% increase.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..
Search found 207 matches
- 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
- 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.
- 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.
- 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?
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- Legendary advanced ...
- 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 ...
- Tue Oct 14, 2025 11:31 am
- Forum: Releases
- Topic: Version 2.0.70
- Replies: 12
- Views: 4408
Re: Version 2.0.70
My save ran at 50-56 UPS on 2.0.69 but got sped up to 60 UPS on 2.0.70.
- 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 ...
- 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 ...
require('__base ...
- 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.
- 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?
- 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 ...
- 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 ...
- 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 ...
- 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 ...