Search found 12 matches
- Mon Feb 03, 2025 1:49 am
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 11661
Re: They need to rename Gleba to Bartleby
See my previous post about a sudden burst of spoil out of nowhere.
There's some detail you might miss about nutrients, spoilage and biochambers. Spoiled nutrients can accumulate invisibly during normal operation in a separate spoilage slot in addition to the regular temporary trash output ...
- Tue Jan 28, 2025 12:26 pm
- Forum: Gameplay Help
- Topic: Physical Projectile Damage / Turret Nerf?
- Replies: 3
- Views: 460
Re: Physical Projectile Damage / Turret Nerf?
It seems like physical projectile damage research past lvl 6 has recently been dastically nerfed from formerly +40%/70% (as it still shows on the wiki) to a mere +20%/20%.
Did I miss this in the patch notes or was this change unintentional?
If the old version was also multiplicative, i.e ...
- Sun Jan 26, 2025 9:46 pm
- Forum: Show your Creations
- Topic: The self-feeding foundry
- Replies: 0
- Views: 552
The self-feeding foundry
My plan for Gleba is a small base, essentially a kitchen to cook agri-science in, so I wanted just one foundry so that the ore from stromatolites could be used as efficiently as possible without having to feed half my rocket fuel to the heating tower. So I came up with this little design, first one ...
- Fri Jan 24, 2025 11:49 pm
- Forum: General discussion
- Topic: Is there an endgame-balance for planets ?
- Replies: 13
- Views: 7308
Re: Is there an endgame-balance for planets ?
Of course the problem with this balance is that people first trying Space Age, if they're anything like me, will look at the tech tree and choose Gleba for those bonuses, and then wonder why they ever left Nauvis.
Do people not look at the planet tips and see the big uglies skittering and ...
- Fri Jan 24, 2025 11:41 pm
- Forum: Gameplay Help
- Topic: Vulcanus: Kill the worms
- Replies: 32
- Views: 44843
Re: Vulcanus: Kill the worms
More physical damage tech, the turret damage scales geometrically with it because the tech boosts both the ammo and the turrets. So a turret at tech 7 will effectively deal +300% or 32 with red ammo (double ammo damage* double turret damage) while at tech 9 it will deal +476% (2.4*2.4=5.76) or 46 ...
- Fri Jan 24, 2025 11:11 pm
- Forum: Balancing
- Topic: Artillery needs to be moved back to Nauvis
- Replies: 63
- Views: 17717
Re: Artillery needs to be moved back to Nauvis
Hello, long-time Factorio player here.
There is one pretty big balance problem with Nauvis in Space Age - The starting planet, with first 6 science packs available, gives the player no options to defend against Behemoth worms, or even to push into heavily infested areas once the evolution goes ...
- Fri Jan 24, 2025 10:54 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 92
- Views: 137867
Re: Space Platform 101 Discussion
you can fit 4k wire into the rocket.
Set up a wire assembly near a bunch of rockets and let it run.
Air-to-ground shipping of Steel is free (albeit inconvenient).
Ground-to-air shipping of Copper %whatever% is not free. Given that it needs precious blue circuits, it's VERY not free, I dare say ...
- Fri Jan 24, 2025 10:31 pm
- Forum: Gameplay Help
- Topic: Lots of explosive rockets each trip to Aquilo?
- Replies: 14
- Views: 2015
Re: Lots of explosive rockets each trip to Aquilo?
Somebody already mentioned Coal Synthesis, but if you don't have that you can also send explosives up, they have a rocket capacity of 500 IIRC, then you can use iron from space mining to make the rockets on the platform. It's how I get rockets on Gleba before coal synthesis.
- Fri Jan 24, 2025 10:19 pm
- Forum: General discussion
- Topic: Why are some obvious chains of logic not presented in the game? For example...
- Replies: 3
- Views: 838
Re: Why are some obvious chains of logic not presented in the game? For example...
i've done both of these things, for the turrets i wire a circuit that recognises the ammo decreased below the auto insertion limit (the amount of ammo that sits in the turret from the inserter), this fed into a latch/memory cell circuit that held the desired state for 5 seconds. it needs this ...
- Fri Jan 24, 2025 12:47 pm
- Forum: Gameplay Help
- Topic: Wasteless nuclear reactor design revisited
- Replies: 10
- Views: 1533
Re: Wasteless nuclear reactor design revisited
In my setting I made minimal temperature 550*C
I am sceptical that this is sufficient to maintain uninterrupted power at full load.
It's pretty simple at the 4 core stage once you consider that heat exchangers have the same heat capacity as pipes,
I completely forgot the heat capacity ...
- Thu Jan 23, 2025 5:55 pm
- Forum: Gameplay Help
- Topic: Wasteless nuclear reactor design revisited
- Replies: 10
- Views: 1533
Re: Wasteless nuclear reactor design revisited
My solution is to keep the reactor temperature above a threshold all the time, so that all heat exchangers always stay in the "working" state. However, it's not sufficient to just insert a new cell if the temperature is below that threshold. You still need a buffer, at least with some bigger ...
- Mon Jan 20, 2025 6:23 pm
- Forum: General discussion
- Topic: Is there an endgame-balance for planets ?
- Replies: 13
- Views: 7308
Re: Is there an endgame-balance for planets ?
I think Fulgora and Vulcanus are deliberately more productive than Gleba because Gleba's science packs go towards better techs. The initial buildings from Fulgora and Vulcanus are great, but of the techs that require those planets' science packs the only that compare well to Gleba's techs are ...