Search found 325 matches

by Hurkyl
Mon Jul 20, 2026 8:07 am
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 156614

Re: Version 2.1.7


You guys are bringing up some conspiracy theories and YouTubers here. Actually, the removal of Space Casino and LDS Shuffle was discussed over a year ago on Reddit, and the developer made their final decision that both options would be removed in 2.1. YouTubers have nothing to do with it. This was ...
by Hurkyl
Sun Jul 19, 2026 9:38 am
Forum: Ideas and Suggestions
Topic: Graphical: Randomize Belt item stack sprites.
Replies: 3
Views: 193

Re: Graphical: Randomize Belt item stack sprites.

I strongly prefer the visual clarity over aesthetics: I really dislike this proposed change.

Regarding the aesthetics...
The stacks of ore look less like a pile of jumbled ore
It's not a pile of jumbled ore. It's an orderly collection of 8 separate stacks per belt tile.
by Hurkyl
Sun Jul 19, 2026 5:38 am
Forum: Ideas and Suggestions
Topic: Consistent Logic for Space Logistics
Replies: 2
Views: 142

Re: Consistent Logic for Space Logistics

What about the use case of not wanting items in the platform hub ?

For example, because a player has planned out the inventory space in the hub to have room for cargo, and wants to ensure that other items do not exceed the space allotted to them, such as when it receives an rocket filled in excess ...
by Hurkyl
Sat Jul 18, 2026 12:55 am
Forum: Ideas and Suggestions
Topic: demolisher in the starting area
Replies: 10
Views: 412

Re: demolisher in the starting area

I can tell you with near certainty that if you include a comedy intro showing a capsule killing a demolisher, you will have people upset that you can't kill demolishers with capsules in-game. A mix of people who know ahead of time that it's fake and are upset about breaking immersion and spoiling ...
by Hurkyl
Fri Jul 17, 2026 9:03 pm
Forum: Ideas and Suggestions
Topic: demolisher in the starting area
Replies: 10
Views: 412

Re: demolisher in the starting area

I've heard the meme, but I'm pretty sure this simply doesn't work with the game mechanics: capsules don't do enough damage to do more than scratch a demolisher.

And... it's impact damage, right? Demolishers are actually 100% immune. So if you pull a demolisher to the start and drop a capsule on it ...
by Hurkyl
Fri Jul 17, 2026 5:50 am
Forum: General discussion
Topic: Building on gleba
Replies: 14
Views: 1455

Re: Building on gleba


I'm not sure what chain of logic leads you to think aobut spoiling seeds, but I quoted the reason to do this -- to have a seed stockpile -- and the primary application is the opening post of this thread -- for people having problems with factory design that "cause fruit to be stopped processing ...
by Hurkyl
Wed Jul 15, 2026 8:11 am
Forum: Gameplay Help
Topic: Miners Not Filling Out Belt Fully
Replies: 3
Views: 488

Re: Miners Not Filling Out Belt Fully

FWIW, if you have four rows of 15 miners outputting onto two blue belts and then combine the two blue belts into one, you get the compressed belt you want.

If you insist on having one long belt, you might be able to do a similar trick by using an underground to skip past the last couple miners and ...
by Hurkyl
Wed Jul 15, 2026 3:29 am
Forum: Ideas and Suggestions
Topic: [2.1] Coal Synthesis in Cryogenic Plant (or Biochamber)
Replies: 5
Views: 371

Re: [2.1] Coal Synthesis in Cryogenic Plant (or Biochamber)


The primary carbon-from-coal recipe can be done in a cryogenic plant. Thus, it can hit +200% productivity, meaning that 2 coal becomes 3 carbon.

If coal synthesis can be done in a cryogenic plant, then it too can hit +200% productivity. This means 5 carbon makes 3 coal.

So you can turn 10 coal ...
by Hurkyl
Tue Jul 14, 2026 1:50 am
Forum: General discussion
Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
Replies: 33
Views: 2880

Re: Concrete should take 10 times less times to recycle or give back refined concrete loop

I conceptualize the hazard concrete change mainly by the fact hazard (refined) concrete is basically a glorified UI element, sort of like how red/green cables and spidertron remotes were actual items you had to craft in 1.x. (except the hazard concrete is for cosmetics rather than being functional ...
by Hurkyl
Mon Jul 13, 2026 9:47 pm
Forum: General discussion
Topic: Building on gleba
Replies: 14
Views: 1455

Re: Building on gleba



I feel like some dedicated process that allows to increase seed chance at a worse mash/nutrient output would benefit people like me (if there are any that is) and give more room for experimentation while being secure in knowledge that I have a seed stockpile and don't have to run around ...
by Hurkyl
Sun Jul 12, 2026 4:19 am
Forum: Ideas and Suggestions
Topic: Rotate rocket silos for faster bot access
Replies: 6
Views: 479

Re: Rotate rocket silos for faster bot access


Well, having control over which corner the bots access would be cool, and whatever way is easiest for them to do it is fine, doesn't have to be graphics-intensive. Also, rotating the silo doesn't necessarily mean the rocket takeoff animation has to rotate.

There's also the new "making rocket ...
by Hurkyl
Sun Jul 12, 2026 1:59 am
Forum: Balancing
Topic: Buff handheld flamethrowers
Replies: 12
Views: 1432

Re: Buff handheld flamethrowers

I assumed that it was tuned that way so you couldn't just do a loop around a nest to set everything on fire and drive away to let the damage-over-time tick away.
The tank flamethrower has fine DPS, even without lingering fire, but the low range means it will never be desirable over the main cannon ...
by Hurkyl
Sat Jul 11, 2026 8:44 pm
Forum: General discussion
Topic: Building on gleba
Replies: 14
Views: 1455

Re: Building on gleba

Raw fruits especially can be handeled best by bots,
I actually prefer trains, but with very different paradigm than the 'usual' usage: small loading/unloading buffers, small inventories, more trains making frequent stops that leave shortly after arrival.

Maybe with a lot of bot speed research I ...
by Hurkyl
Sat Jul 11, 2026 8:22 pm
Forum: Balancing
Topic: Buff handheld flamethrowers
Replies: 12
Views: 1432

Re: Buff handheld flamethrowers

I agree it's weird how different the tank flamethrower is.

I assumed that it was tuned that way so you couldn't just do a loop around a nest to set everything on fire and drive away to let the damage-over-time tick away. If that's actually the reason, it should probably be revisited since spawners ...
by Hurkyl
Sat Jul 11, 2026 6:40 am
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 156614

Re: Version 2.1.7


Nilaus was redoing a serie for 2.1 with new blueprints
I have watched Nilaus for quite a while and his blueprints honestly feel like they get worse with every generation of his masterclass series. Like he clearly knows plenty of space saving and efficient belting techniques, but seems to forget ...
by Hurkyl
Fri Jul 10, 2026 11:14 pm
Forum: Balancing
Topic: Make quality modules affect the quality “skip” probability
Replies: 5
Views: 1014

Re: Make quality modules affect the quality “skip” probability

And, FWIW, there is a direct practical simplification to the math with the current system.

E.g. you want to make quality red circuits early on? And you do so by putting common quality modules in the plants making plastic and copper cable and your uncommon quality modules in the green circuit makers ...
by Hurkyl
Fri Jul 10, 2026 11:11 pm
Forum: Balancing
Topic: Make quality modules affect the quality “skip” probability
Replies: 5
Views: 1014

Re: Make quality modules affect the quality “skip” probability

Isn't this a massive nerf to early-game quality? And especially so pre-recycler?

I get the impression that a lot of people are already think that the rewards are not worth spending the effort to think about making the system work. This change seems like it would make things even worse.
by Hurkyl
Fri Jul 10, 2026 8:35 pm
Forum: Not a bug
Topic: Space platforms don't unload unless they have a wait condition
Replies: 4
Views: 498

Re: Space platforms don't unload unless they have a wait condition

I've internalized this as "platforms only unload while they're stopped".

Why would I ever want a platform to NOT unload when that box is checked?

It might help to look at things from the other angle. You don't actually know if you are actually going to drop anything to the planet until you've ...
by Hurkyl
Fri Jul 10, 2026 6:44 pm
Forum: Ideas and Suggestions
Topic: Simplify quality system
Replies: 10
Views: 809

Re: Simplify quality system


I appreciate the thoughtful reply, I kind of assumed I wouldn't see any. When Factorio changed the 1st step of oil refining to just petroleum, it was because it was a jump in complexity for newer players, and I didn't mind either way.

It wasn't just the jump in complexity -- IIRC you didn't ...
by Hurkyl
Fri Jul 10, 2026 6:20 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 156614

Re: Version 2.1.7

And just like almost all the problems of Nauvis in 1.0 could be almost trivially solved as well through throwing more area and machines or more time at it, the space platform problems are trivially solvable with a crude design just copied or extended a few times. But nobody wants to do this, we all ...

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