Search found 180 matches

by Hurkyl
Fri Jun 05, 2026 8:20 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 71
Views: 5319

Re: Friday Facts #441 - Space logistics improvements

I'm a bit surprised that you went with the "sort based on request count" solution than the greedy solution (load heaviest items first). I'm curious how much difference it would make in terms of rocket utilization and in terms of "I was hoping that other item would come first" effect. And what gets ...
by Hurkyl
Fri Jun 05, 2026 6:20 pm
Forum: Balancing
Topic: Laser changes
Replies: 5
Views: 804

Re: Laser changes



I know what I'm doing is insane, but I really want to do it and this is really my only option now.

Don't you have the "made a mod to implement this change" option in addition to the "have the devs make this change in the main game" option?


This is the balancing forum, this could be said ...
by Hurkyl
Tue Jun 02, 2026 3:13 pm
Forum: Ideas and Suggestions
Topic: Change train station already added to schedule
Replies: 25
Views: 12068

Re: Change train station already added to schedule

For yet another use case, I tend to design my initial space platforms so that they buffer metallic asteroid chunks and need to spend some time over a planet to process them into ammunition, so that I can devote less space to smelting (and to the power to support smelting).

So for reliability I need ...
by Hurkyl
Sun May 31, 2026 11:40 pm
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 107
Views: 33130

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants

Start whole production chain from rare is a huge bonus but players will always want more.
Nonetheless, it is still a huge bonus. Should there really be such a huge bonus? That it fails to completely solve the quality puzzle on its own doesn't mean it isn't already overpowered.

However rare ...
by Hurkyl
Sun May 31, 2026 9:41 pm
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 107
Views: 33130

Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants


No idea if this was posted already, but I think a good way to solve this would be quality trees yielding less fruits. If common trees yield 50 fruits each, then uncommon trees do 40, rare 30, epic 20, and legendary just 10 fruits.
This doesn't really solve the issue.

Uncommon agriculture would ...
by Hurkyl
Sun May 31, 2026 3:30 pm
Forum: General discussion
Topic: I kinda hate Vulcanus
Replies: 8
Views: 751

Re: I kinda hate Vulcanus

Fulgora executes the limited space much better because the terrain is visually clear and you don't get random spots of oil ocean in the middle of your islands.
You do, actually. They're less common, but there will sometimes be a random tiny patch of oil someplace I'm not expecting. And (IMO) they ...
by Hurkyl
Sun May 31, 2026 3:17 pm
Forum: Balancing
Topic: Bitters cannot spawn near built-up hives
Replies: 2
Views: 223

Re: Bitters cannot spawn near built-up hives

and at the same time completely lose raids (if pollution does not reach existing enemy bases).

As I understand, nests only have a finite pollution buffer, and if they can't spend pollution to buy biters/spitters, then they stop absorbing more pollution.

That said, I think the buffer is ...
by Hurkyl
Fri May 29, 2026 5:00 pm
Forum: Gameplay Help
Topic: Solar Power Ratios
Replies: 9
Views: 818

Re: Solar Power Ratios



As an aside, it's interesting how different approaches click with different people. E.g. I've dealt with 'triangles' in this sort of context enough that sticking in the "average" factor of 1/2 so basic it didn't even register to me that it was a trick, and while I think this sort of geometric ...
by Hurkyl
Thu May 28, 2026 11:31 pm
Forum: Gameplay Help
Topic: Solar Power Ratios
Replies: 9
Views: 818

Re: Solar Power Ratios



Is that 5:2:1:2 breakdown of the day-night cycle the same on all planets? I've had trouble finding any documentation on that.

So we need to buffer for this 58.8 seconds of dusk+dawn and for the night of 42s to sustain 42 kW. Not for 84 seconds + 42 seconds.
energy = (58.8s + 42s) * 42 kW ...
by Hurkyl
Wed May 27, 2026 3:25 pm
Forum: Gameplay Help
Topic: Solar Power Ratios
Replies: 9
Views: 818

Re: Solar Power Ratios

Is that 5:2:1:2 breakdown of the day-night cycle the same on all planets? I've had trouble finding any documentation on that.

So we need to buffer for this 58.8 seconds of dusk+dawn and for the night of 42s to sustain 42 kW. Not for 84 seconds + 42 seconds.
energy = (58.8s + 42s) * 42 kW = 4233.7 ...
by Hurkyl
Thu May 21, 2026 7:05 pm
Forum: Ideas and Suggestions
Topic: Control behavior GUIs: Clicking inactive elements should activate them, when possible
Replies: 2
Views: 300

Re: Control behavior GUIs: Clicking inactive elements should activate them, when possible

Here's another variation that could be streamlined.

Setting: I have "use filters" unchecked. There are filters in the list.

Goal: To have "use filters" unchecked. To have the filter list empty.

Actual action: Check "use filters". Right-click filter entries to clear them. Uncheck "use filters ...
by Hurkyl
Mon May 18, 2026 2:32 pm
Forum: General discussion
Topic: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
Replies: 15
Views: 4944

Re: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change

At risk of stating the obvious, filtered storage chests would stop science packs from floating in the logistics network, so long as it is not full and is part of the network when the bots picked up the flask. I usually set it up so outputs from the storage chest have priority when feeding the ...
by Hurkyl
Sun May 10, 2026 9:58 am
Forum: Ideas and Suggestions
Topic: A new firearm magazine intermediate between red (piercing) and green (uranium)
Replies: 4
Views: 546

Re: A new firearm magazine intermediate between red (piercing) and green (uranium)

What about the gameplay perspective? In an era where offensive options open up with a variety of weapons with qualitatively different behavior... why should gun turrets also get progression?

My instinct is that would be detrimental to gameplay, since inertia is strong: players will generally have a ...
by Hurkyl
Sat May 09, 2026 1:23 pm
Forum: Gameplay Help
Topic: Ho to properly calculate needs for inserters?
Replies: 5
Views: 514

Re: Ho to properly calculate needs for inserters?

I've not used factoriolab before, but it looks like it defaults to inserter capacity 7 (in "bonuses") and you can set the stack size right next to where you select the belt type (in "Factory").

This isn't something you can reasonably compute : instead you test an arrangement empirically to measure ...
by Hurkyl
Sat May 02, 2026 9:14 pm
Forum: Gameplay Help
Topic: Uncommon+ Satellite ROI?
Replies: 10
Views: 1227

Re: Uncommon+ Satellite ROI?


In terms of raw resource input, quality science is always a net loss. Uncommon only gives double the science value while costing about 4x as much resources (assuming you use ore upcycling/voiding with legendary quality module 3s, which I think is the only really practical way of doing it). The ...
by Hurkyl
Sat May 02, 2026 7:07 am
Forum: Balancing
Topic: Laser changes
Replies: 5
Views: 804

Re: Laser changes

Vash1116tv wrote: Sat May 02, 2026 12:30 amI know what I'm doing is insane, but I really want to do it and this is really my only option now.
Don't you have the "made a mod to implement this change" option in addition to the "have the devs make this change in the main game" option?
by Hurkyl
Wed Apr 29, 2026 8:57 am
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 22
Views: 5779

Re: Deathworld Marathon: Great game



That said, I wish there was something to do with the pacing of the start of the game. Not being able to run more than a couple of burner miners (and sometimes not even full-time) because you'll provoke an overwhelming attack before you can even do research is a really harsh limitation, and is ...
by Hurkyl
Tue Apr 28, 2026 6:17 am
Forum: Spread the Word
Topic: Love game so much you buy mutiple? Why not give it to the people who are crying that no "on sale"?
Replies: 4
Views: 6546

Re: Love game so much you buy mutiple? Why not give it to the people who are crying that no "on sale"?

ghormoon wrote: Fri Oct 03, 2025 9:19 pm yet, on gog, it costs 31.99eur :D
They've had problems in the past with storefronts "correcting" whole number prices. I guess it's still going on.
by Hurkyl
Tue Apr 28, 2026 4:09 am
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 22
Views: 5779

Re: Deathworld Marathon: Great game

I started a deathworld marathon recently and am enjoying it.

The weird thing is that I've built fewer defenses than any vanilla playthrough I've ever done. I suppose the map helps, but playing "don't let pollution reach the nests" style is a real gamechanger.

Also, I finally appreciate rocket ...
by Hurkyl
Mon Apr 27, 2026 7:17 pm
Forum: Ideas and Suggestions
Topic: Make "Rush to Space" achievement more consistent with other achievements
Replies: 11
Views: 1295

Re: Make "Rush to Space" achievement more consistent with other achievements

Solar tech is NOT a prerequisite for the Rocket silo or Space platforms (which I think is strange, since you cannot progress without it, you NEED solar panels to power the platform, hence my suggestion to allow boilers on platforms)
Ah, I was looking at the vanilla requirements rather than the ...

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