Search found 101 matches

by radical_larry
Sat Jul 04, 2026 12:35 pm
Forum: General discussion
Topic: Please, DO NOT remove space casino
Replies: 236
Views: 19965

Re: The final balance argument for space casinos

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 ...
by radical_larry
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 ...
by radical_larry
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%
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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?
by radical_larry
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.
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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 ...
by radical_larry
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.
by radical_larry
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 ...
by radical_larry
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
by radical_larry
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.

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