Search found 228 matches
- Fri Dec 05, 2025 2:40 am
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 536
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: 536
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: 355
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: 1087
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: 1087
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: 367
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: 3818
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: 1087
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: 314
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: 651
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: 8989
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: 8989
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: 8989
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: 13
- Views: 1626
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: 1102
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: 31
- Views: 3360
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 ...
- Wed Oct 29, 2025 12:38 pm
- Forum: Show your Creations
- Topic: Fast Promethium ship at 760km/s and 27k spm
- Replies: 8
- Views: 1449
Re: Fast Promethium ship at 760km/s and 27k spm
Glad to know that! I later found out a few bugs where some of the cryos would still end up with leftover eggs so it's best used for continuous operation for now.andyseemight wrote: Wed Oct 29, 2025 10:04 am You are precisely correct! Yes it has to be a legendary Space Platform Hub. Thank you! It now works!
- Wed Oct 29, 2025 3:19 am
- Forum: Gameplay Help
- Topic: Decider combinator behavior
- Replies: 4
- Views: 480
Re: Decider combinator behavior
As a workaround, you can use "each" for your desired behavior. "anything" is undefined behavior right now, deducing from this: viewtopic.php?t=122664
- Wed Oct 29, 2025 3:12 am
- Forum: Show your Creations
- Topic: Fast Promethium ship at 760km/s and 27k spm
- Replies: 8
- Views: 1449
Re: Fast Promethium ship at 760km/s and 27k spm
Hmmm the second it leaves Nauvis the inserters arms are still disabled by control behaviour even with 4000 eggs in storage. Would you be able to look at the blueprint to confirm this is happening to you?
This shouldn't happen. I used a legendary starter pack in my blueprint so if you used a ...
- Tue Oct 28, 2025 1:09 pm
- Forum: Show your Creations
- Topic: Fast Promethium ship at 760km/s and 27k spm
- Replies: 8
- Views: 1449
Re: Fast Promethium ship at 760km/s and 27k spm
This is a very cool design! I just can't work out how to get this started with the eggs? how many eggs is it suppose to request for the inserter arms to active? The decider combinators reference 80 and also 320 but I have requested 500 to test and they still don't activate?
Can you tell me how ...