That brings me to an idea for a mod.
Asteroid reprocessing becomes an end game tech unlocked with promethium science, and the three reprocessing recipes also take a few promethium chunks that are fully consumed. But quality modules can be used for that recipe.
Finally some interesting shit to do ...
Search found 101 matches
- Sat Jul 04, 2026 12:35 pm
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 236
- Views: 19965
- Fri Jul 03, 2026 9:53 pm
- Forum: Ideas and Suggestions
- Topic: Minimum payload should count for mixed rockets also
- Replies: 6
- Views: 593
Re: Minimum payload should count for mixed rockets also
The game will never cover every use case for rocket loading with baked-in behavior, that's just the nature of things. Which is why we need to be able to
1. set requests on the silo with circuits, just like on requester chests (it even has one in the sprite now)
2. launch the rocket with a circuit ...
1. set requests on the silo with circuits, just like on requester chests (it even has one in the sprite now)
2. launch the rocket with a circuit ...
- Thu Jul 02, 2026 10:17 am
- Forum: Resolved for the next release
- Topic: [2.1.9] 5+5 isn't 9.99
- Replies: 1
- Views: 403
[2.1.9] 5+5 isn't 9.99
Research speed should be -10%, not -9.99%
- Thu Jul 02, 2026 7:56 am
- Forum: Ideas and Suggestions
- Topic: Obtaining stone from space
- Replies: 7
- Views: 383
Re: Obtaining stone from space
Petroleum products need coal liquification. As neither the boiler nor the heat exchanger works on a space platform, you can only do that via nuclear power. So you have to import nuclear fuel cells for that, making it nor entirely space based.
And for stone, you can space mine calcite, turn that ...
- Wed Jul 01, 2026 3:11 pm
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 25
- Views: 7249
Re: Deathworld Marathon: Great game
I'm playing a 10x science in a desert, no trees/water run. Honestly it feels like that's what the game was always intended to be.
Essential tech doesn't take so long that biters out-evolve you. Chunk pollution shenanigans are irrelevant because there's no trees to absorb pollution and sand tiles ...
Essential tech doesn't take so long that biters out-evolve you. Chunk pollution shenanigans are irrelevant because there's no trees to absorb pollution and sand tiles ...
- Tue Jun 30, 2026 12:45 pm
- Forum: Releases
- Topic: Version 2.1.9
- Replies: 22
- Views: 11052
Re: Version 2.1.9
Really nice addon to the combinator, I love it
or you can just use the Stone to upcycle Concrete, which will result in Quality Iron Ore being created alongside.
I don't see the point in that. It takes a lot more machines and modules to get a trickle of quality ore, compared to setting up some ...
or you can just use the Stone to upcycle Concrete, which will result in Quality Iron Ore being created alongside.
I don't see the point in that. It takes a lot more machines and modules to get a trickle of quality ore, compared to setting up some ...
- Sun Jun 28, 2026 7:06 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Allow high quality ingredients for low quality items
- Replies: 13
- Views: 810
Re: [2.1] Allow high quality ingredients for low quality items
One of the costs of producing quality items is dealing with byproducts. Otherwise, what's the point?
- Sat Jun 27, 2026 8:12 am
- Forum: Ideas and Suggestions
- Topic: Quality Scaling rebalance
- Replies: 4
- Views: 255
Re: Quality Scaling rebalance
I think the double bonus of legendary could be spread across rare, epic and legendary.
So uncommon = 30%, rare = 70%, epic = 110%, legendary = 150%
Cost for each quality level scales exponentially, so uncommon is already quite strong for how easy it is to get. Rare and epic could use some love though.
So uncommon = 30%, rare = 70%, epic = 110%, legendary = 150%
Cost for each quality level scales exponentially, so uncommon is already quite strong for how easy it is to get. Rare and epic could use some love though.
- Sat Jun 27, 2026 6:35 am
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 70
- Views: 14199
Re: Friday Facts #444 - 2.1 Experimental release
I do not really see where you are coming from. They have very clearly communicated what the intention for Factorio is. It's pretty much done. If you do not like quality, they have just provided a way to turn that off while still being able to play the rest of Space Age. It's clear they wanted to ...
- Fri Jun 26, 2026 10:27 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 70
- Views: 14199
Re: Friday Facts #444 - 2.1 Experimental release
Entitled? Factorio wouldn't exist without the community. Wube wouldn't exist without the community. Without the support, feedback, suggestions, bug reports, guides, mods, discussions and countless hours of free marketing in videos.
And then they drop SA without any consultation and go silent for ...
- Fri Jun 26, 2026 10:16 pm
- Forum: Outdated/Not implemented
- Topic: Floating-point inaccuracies permeate the game.
- Replies: 26
- Views: 1305
Re: Floating-point inaccuracies permeate the game.
The game is not fixed at 60 ups, and machines may run faster or slower depending on beacons, modules, and available power. Functionally, these things don’t matter at scale - scale the game heavily encourages and incentivizes.
All those factors could still be accounted for in fixed point math ...
- Fri Jun 26, 2026 5:29 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 70
- Views: 14199
Re: Friday Facts #444 - 2.1 Experimental release
Other than that, I feel like SA is just missing content. It feels like 4/5ths of a game. It feels like there should be SOMETHING else at the endgame - the above suggestions about different recipes for quality and productivity would suffice. But also I feel the planets are lacking. As I wrote above ...
- Fri Jun 26, 2026 4:45 pm
- Forum: Balancing
- Topic: [2.1.8] Asteroids deal too much damage while stopped over planets
- Replies: 7
- Views: 779
Re: [2.1.8] Asteroids deal too much damage while stopped over planets
I think the real problem is that there's medium asteroids in orbit at all, they could be removed for the inner planets and not much would change. Maybe replace them with small asteroid chunks spawning, if it's about the principle of the other planet orbits not leaving broken ships up without some ...
- Fri Jun 26, 2026 1:45 pm
- Forum: Balancing
- Topic: Quality module speed modifier variations
- Replies: 3
- Views: 348
Re: Quality module speed modifier variations
Discouraged to use beacon for quality is a mistake.
I think the reason why it has to be that way, and why quality is such an amazing idea, is because it is an inherently different process from regular item crafting.
Quality is generated by quality modules occupying slots in an assembler that is ...
- Fri Jun 26, 2026 11:34 am
- Forum: Balancing
- Topic: Quality module speed modifier variations
- Replies: 3
- Views: 348
Quality module speed modifier variations
The idea is pretty simple, different tiers of quality modules could have different crafting speed modifiers. Quality 1 modules get a -2.5% speed modifier, Quality 2 stays the same, quality 3 gets -7.5%.
The motivation for this is that currently quality 1 modules are absolutely pointless, the time ...
The motivation for this is that currently quality 1 modules are absolutely pointless, the time ...
- Thu Jun 25, 2026 10:08 pm
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 51
- Views: 6922
Re: [raiguard][2.1.8] Fluid is not shared evenly
Would it be possible to allow all machines connected to one fluid source to take turns being the first to update? So they all rotate through a queue, first machine updates, then second, and so on, then the first machine gets sent to the end of the queue for the next tick. This would appear like even ...
- Wed Jun 24, 2026 10:27 pm
- Forum: Gameplay Help
- Topic: Locked Combinator Settings without wires
- Replies: 5
- Views: 387
Re: Locked Combinator Settings without wires
Oh damn, I just realized that doesn't affect entities other than combinators. Really stupid and annoying.
- Wed Jun 24, 2026 6:21 pm
- Forum: Gameplay Help
- Topic: Locked Combinator Settings without wires
- Replies: 5
- Views: 387
Re: Locked Combinator Settings without wires
It's possible to enable the wire selectors with a hidden config:
Go to the game menu and CTRL-SHIFT-click Settings, then choose "The rest", then activate circuit-network-selection-always-enabled:
Thank you so much, that was annoying me since they added this """feature""", I never knew there was ...
- Wed Jun 24, 2026 9:13 am
- Forum: Ideas and Suggestions
- Topic: Let Landmines Emit a 1-Tick Circuit Signal before Detonation
- Replies: 2
- Views: 191
Re: Let Landmines Emit a 1-Tick Circuit Signal before Detonation
The devs didn't spell it out, but:
- connect your landmines so that any one detonating will break the circuit
- add a constant combinator with a signal on one side of the circuit
- add an edge detector for that signal on the other side
- connect your landmines so that any one detonating will break the circuit
- add a constant combinator with a signal on one side of the circuit
- add an edge detector for that signal on the other side
- Tue Jun 23, 2026 9:21 pm
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 236
- Views: 19965
Re: Please, DO NOT remove space casino
Seems like the whole circus is arriving to prove me right, in that there's no point to discuss this.