Search found 90 matches

by Hurkyl
Sun Oct 19, 2025 12:49 pm
Forum: Ideas and Suggestions
Topic: Turret's target priority, do not fire at
Replies: 2
Views: 138

Re: Turret's target priority, do not fire at

I think he's asking for the QoL feature of having the option for the filters to toggle between a whitelist and blacklist, much like you see on inserters.

IMO, it's bizarre this feature doesn't already exist on other entities you can set filters for.
by Hurkyl
Sat Oct 18, 2025 2:08 pm
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 19
Views: 843

Re: Increase Accumulator Maximum Output Rate

Huh, I just learned the power throttling application is even on the Factorio wiki.

I feel like there are two separate balance concerns here:

There's the issue that accumulators seem balanced just for buffering solar and are woefully underpowered in comparison to buffering steam and ...
by Hurkyl
Sat Oct 18, 2025 1:18 am
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 19
Views: 843

Re: Increase Accumulator Maximum Output Rate

Addendum: I was doing the "launch once when you have two rockets ready" because it was an easy way to eliminate rocket part production from the test.

But other use cases have different energy profiles. (the following for no modules involved)

If you start without a rocket ready, the "reveal a new ...
by Hurkyl
Sat Oct 18, 2025 1:09 am
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 19
Views: 843

Re: Increase Accumulator Maximum Output Rate

Spite is a powerful motivator, so I thought to actually look more carefully at the rocket silo example.

A common quality accumulator stores 16.7 seconds of charge.

In my tests, I prepped by loaded a rocket silo up with two full rockets and charging the accumulators. Then I disconnected the power ...
by Hurkyl
Sat Oct 18, 2025 12:23 am
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 19
Views: 843

Re: Increase Accumulator Maximum Output Rate





For something specific that high discharge rate would get in the way of....

On the Steam forums, someone developed an uninterruptable power supply: they added logic to a solar farm that ensured it would never deliver more power than it was rated for, so that during the night your factory ...
by Hurkyl
Fri Oct 17, 2025 5:08 pm
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 19
Views: 843

Re: Increase Accumulator Maximum Output Rate



For something specific that high discharge rate would get in the way of....

On the Steam forums, someone developed an uninterruptable power supply: they added logic to a solar farm that ensured it would never deliver more power than it was rated for, so that during the night your factory can ...
by Hurkyl
Fri Oct 17, 2025 3:50 pm
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 19
Views: 843

Re: Increase Accumulator Maximum Output Rate

For something specific that high discharge rate would get in the way of....

On the Steam forums, someone developed an uninterruptable power supply: they added logic to a solar farm that ensured it would never deliver more power than it was rated for, so that during the night your factory can only ...
by Hurkyl
Thu Oct 16, 2025 2:39 pm
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 19
Views: 843

Re: Increase Accumulator Maximum Output Rate

To play devils advocate for the specific example in the OP, you could use efficiency modules (maybe with beacons) in your rocket silo....

But I generally agree, accumulators seem extremely underwhelming, only seeming useful for buffering solar power specifically, and being a hook for circuit logic.
by Hurkyl
Thu Oct 16, 2025 6:15 am
Forum: Ideas and Suggestions
Topic: End game research for promethium. Techs to boost all planets resources
Replies: 16
Views: 1329

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.


It wasn’t postgame though, just endgame. It didn’t require space science.

In vanilla, the Rocket silo is fairly early in the purple/yellow tech tree. I generally consider most of purple ...
by Hurkyl
Wed Oct 15, 2025 8:48 am
Forum: Ideas and Suggestions
Topic: End game research for promethium. Techs to boost all planets resources
Replies: 16
Views: 1329

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

I actively oppose wider heating radius for heat pipes. My opinions after having thought about it in the abstract are:
At radius one, their consideration is a central component of your design patterns for laying out a factory
At radius two, they can be brushed off to a secondary concern, but ...
by Hurkyl
Sat Oct 11, 2025 11:50 am
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality — modular, configurable, no random chances
Replies: 15
Views: 774

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

Combine this with the difficulty of knowing beforehand how much production/logistics you'll need before the system is running and it's a nightmare. What I mean is, for example, how much excess of each quality of green circuit will be produced when you account for red circuits being recycled, and ...
by Hurkyl
Sat Oct 11, 2025 9:37 am
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality — modular, configurable, no random chances
Replies: 15
Views: 774

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

So basically, I think quality is very flexible in theory (you can do anything with it), but in practice it's quite limited because of its complexity. It's also not particularly useful on Gleba because of spoilage - at least not for science.

Quality bioflux has a long lifespan, plenty of time to ...
by Hurkyl
Fri Oct 10, 2025 11:40 am
Forum: Balancing
Topic: Curved quality chance: normal to uncommon should be more likely than epic to legendary
Replies: 7
Views: 484

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

That would allow a starting base to reasonably upgrade to uncommon / rare quality once that's unlocked, without undermining the challenge at higher levels. Since the only additional dependency is the recipe, the final quality chance can be precomputed at recipe selection without affecting the inner ...
by Hurkyl
Thu Oct 09, 2025 3:42 am
Forum: Gameplay Help
Topic: arithmetic combinator - constant number ... dinamically?
Replies: 6
Views: 519

Re: arithmetic combinator - constant number ... dinamically?

Arithmetic combinator just does arithmetic.

Decider combinator does decisions.

Use decider combinators to put the multiplier you want on a signal (e.g. maybe the signal "M") based on your conditions, and have the arithmetic combinator use that signal as the multiplier.
by Hurkyl
Mon Oct 06, 2025 4:38 am
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2292

Re: Make Lamp in Electromagnetic Plant

[Moderated by Koub : Off topic]
by Hurkyl
Sun Sep 28, 2025 12:42 pm
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2292

Re: Make Lamp in Electromagnetic Plant



Given that the lamp is extremely cheap, purely* cosmetic, and isn't used as an ingredient for anything, I fail to see how there is a balance issue here.


These are the reasons why this feature sounds pointless to me. Lamps aren’t upcycled for quality either, and aren’t mass produced nearly as ...
by Hurkyl
Sun Sep 28, 2025 4:04 am
Forum: Balancing
Topic: A idea to handle gleba problem
Replies: 20
Views: 2645

Re: A idea to handle gleba problem

FWIW, you can skip the towers when starting up. Hand-mining can pick up thousands of fruits in the time you can get dozens of ores from the ground, and if you run out of trees you can hand-plant seeds without the tower (and more densely than what a tower can do anyways), so towers are something you ...
by Hurkyl
Sat Sep 27, 2025 8:41 am
Forum: Ideas and Suggestions
Topic: Fix that agriculture tip implies hand planting is impossible.
Replies: 1
Views: 251

Fix that agriculture tip implies hand planting is impossible.

TL;DR
Rewrite the Agriculture (or Gleba) tips & tricks entry so that it doesn't imply the Agricultural Tower is the only way to plant seeds.


What?
I posit the Agriculture Tips & Tricks entry be rewritten to achieve the two following goals
The phrasing of the Agricultural Tower description ...
by Hurkyl
Sat Sep 27, 2025 3:40 am
Forum: Ideas and Suggestions
Topic: Pumpjacks easier placement
Replies: 2
Views: 214

Re: Pumpjacks easier placement

Do you know you can click and drag pumpjacks?

You don't have to be precise; I usually place pumpjacks by holding click and zigzagging back and forth over all the oil fields.
by Hurkyl
Fri Sep 26, 2025 10:45 pm
Forum: Balancing
Topic: Make Lamp in Electromagnetic Plant
Replies: 34
Views: 2292

Re: Make Lamp in Electromagnetic Plant

Given that the lamp is extremely cheap, purely* cosmetic, and isn't used as an ingredient for anything, I fail to see how there is a balance issue here.

And the the Electromagnetic Plant already produces final products that do not qualify for productivity modules, such as beacons, modules, and ...

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