Search found 1687 matches

by MeduSalem
Fri Mar 21, 2025 12:10 am
Forum: General discussion
Topic: How do you deal with emptiness after "finishing" the game?
Replies: 6
Views: 515

Re: How do you deal with emptiness after "finishing" the game?

The same as when I watch a TV series or read a manga and wait for a new season/issue. Move on in the meantime and watch/read something else and check back every other few months if there is some news.

There is no point in dwelling and agonizing about it; it will not make new updates or content ...
by MeduSalem
Mon Jan 13, 2025 3:49 pm
Forum: Gameplay Help
Topic: What is the point of productivity modules?
Replies: 22
Views: 8807

Re: What is the point of productivity modules?


Irrelevant. Resources were infinite in 1.1 too, you just needed to expand out to claim new patches, so it cost player time.

So it's a question of whether using productivity modules saves effort on the part of the player and they definitely do after a certain point. The "but it's free" argument is ...
by MeduSalem
Sat Nov 23, 2024 1:20 pm
Forum: General discussion
Topic: Was build targeting AVX ever benchmarked against SSE2 build?
Replies: 15
Views: 1441

Re: Was build targeting AVX ever benchmarked against SSE2 build?

Depending on the instructions used AVX might not speed up much if the bottleneck is not the instruction frontend.
Then it will just slightly reduce the amount of instructions used and thereby increase code density (resulting in a smaller executable if there are not different execution branches used ...
by MeduSalem
Thu Nov 14, 2024 1:29 pm
Forum: General discussion
Topic: Internal name question about Fulgora tiles (Fulgoran).
Replies: 2
Views: 352

Re: Internal name question about Fulgora tiles (Fulgoran).

The "n" in Fulgoran is probably just an adjectival suffix to describe that the tiles belong to Fulgora.

Just like Earth->Earthan. Or Mars->Martian.
by MeduSalem
Wed Nov 13, 2024 4:51 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 40
Views: 6378

Re: Feels like certain changes were made to the game 'just because'


I think if one has to ask themself "How can I unlock [XXXXX] ?", and has to find the right action to get the trigger research, then the trigger tech mechanism has been used in a wrong way.


With that reasoning most of the trigger techs were used in the wrong way from my perspective because even ...
by MeduSalem
Fri Nov 08, 2024 9:08 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 373
Views: 71123

Re: Gleba has killed the game for me.



[...]
Anyway, what I am currently more annoyed with is because I am somewhat production limited still I constantly have to do some "tech-juggle" where I switch back and forth between research that requires agri packs and one that doesn't to keep the research going all the time.

I wish there was ...
by MeduSalem
Wed Nov 06, 2024 9:03 pm
Forum: Gameplay Help
Topic: Holmium ore - no other source than scrap?
Replies: 4
Views: 9039

Re: Holmium ore - no other source than scrap?

No. No other way.

You can however put Productivity modules into the entire holmium chain if you feel like you are not getting enough out of the scrap. ^^
by MeduSalem
Wed Nov 06, 2024 4:27 pm
Forum: Gameplay Help
Topic: Higher rarity space platform
Replies: 11
Views: 1294

Re: Higher rarity space platform


Since none of its properties have the "quality diamond", that tells you how it improves with quality (unlike the assembler for example), it should be expected that making it in higher quality is useless.


Yeah, but it would be nice if it actually had some useful quality property. Like more ...
by MeduSalem
Wed Nov 06, 2024 4:17 pm
Forum: Gameplay Help
Topic: Serious Question: Can Gleba not be idle?
Replies: 15
Views: 5696

Re: Serious Question: Can Gleba not be idle?


So at two stacks you're almost guaranteed to get the egg back.
It becomes comically unlikely that you'd fail but the fact that you can never be safe bothers the same part of my brain that demands I build everything symmetrical regardless of actual ratio requirements.


So just leave the gleba egg ...
by MeduSalem
Wed Nov 06, 2024 4:07 pm
Forum: Ideas and Suggestions
Topic: Remove ability for inserters to interact with the beacons
Replies: 9
Views: 757

Re: Remove ability for inserters to interact with the beacons

No.

I remember I was one of the original people who wanted the ability to be able to remove modules from beacons with inserters in the first place. So I just say no. ^^

I would only agree with the removal of the feature of being able to use inserters to remove the modules, if they would give ...
by MeduSalem
Wed Nov 06, 2024 3:37 pm
Forum: Gameplay Help
Topic: What is the point of productivity modules?
Replies: 22
Views: 8807

Re: What is the point of productivity modules?


You won't beat speed beacon + productivity on research pack production chains by relying on the increased durability from quality, especially when quality modules come with - speed too.


For the amount of science you get out of raw resources It gets pretty close though once you also unlocked ...
by MeduSalem
Wed Nov 06, 2024 3:08 pm
Forum: Gameplay Help
Topic: Please explain the "why" of asteroid reprocessing?
Replies: 3
Views: 8186

Re: Please explain the "why" of asteroid reprocessing?

Well, you may have noticed already that different routes/orbits of planets have different spawnrates for each of the 3 asteroid types.

And there are totally situations where you might want one of the asteroid types to be more common because you want more of the resource they give.

The asteroid ...
by MeduSalem
Wed Nov 06, 2024 3:03 pm
Forum: Gameplay Help
Topic: How do you decide how many items to request on a requester chest?
Replies: 1
Views: 541

Re: How do you decide how many items to request on a requester chest?

For Gleba you are right. Setting it to small numbers (like the amount that a single logi-bot can carry, which is 4 items after researches) works better to avoid unnecessary spoilage from too many items sitting idle in chests. ^^


For other non-spoilable things I often go with a whole stack (at ...
by MeduSalem
Tue Nov 05, 2024 9:35 pm
Forum: Gameplay Help
Topic: What is the point of productivity modules?
Replies: 22
Views: 8807

Re: What is the point of productivity modules?

Previously, as stated in the reply above, basically it was a way to reduce consumption of ingredients/ore. You got more for resources invested.



But if you rather want to make it a meta/philosophical debate whether it is still useful in 2.0, then I would argue:

No.


Simply because now we have so ...
by MeduSalem
Mon Nov 04, 2024 11:17 pm
Forum: Combinator Creations
Topic: Crusher recipe swapping system without productivity progress bar loss
Replies: 8
Views: 5287

Re: Crusher recipe swapping system without productivity progress bar loss

Makes sense to produce a little in "advance", since there totally is an overhead involved from the recipe switch. Because during the time it switches it could already demand more and you would prevent constantly flipping back/forth that way. ^^


I currently put up a crusher for each recipe lol. I ...
by MeduSalem
Mon Nov 04, 2024 11:02 pm
Forum: Combinator Creations
Topic: Crusher recipe swapping system without productivity progress bar loss
Replies: 8
Views: 5287

Re: Crusher recipe swapping system without productivity progress bar loss


I actually did it too back in time :) https://forums.factorio.com/viewtopic.php?f=193&t=64296
Also with protection of loosing productivity bar progress. But for new research (there is a research of steel productivity) it would be a little bit more complicated.


Is the productivity a problem now ...
by MeduSalem
Mon Nov 04, 2024 10:47 pm
Forum: Combinator Creations
Topic: Crusher recipe swapping system without productivity progress bar loss
Replies: 8
Views: 5287

Re: Crusher recipe swapping system without productivity progress bar loss


Very nice!
A better version would be one that could split evenly different recipes among the available crushers, so you could add more crushers in line. I guess it would require each crusher to have a constant combinator and change the way we assign the decider.
Right now this version only ...
by MeduSalem
Mon Nov 04, 2024 9:56 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 12
Views: 4501

Re: Make promethium spoil, and quickly


Um, I’m not sure, but maybe there’s been a misunderstanding? You said that you haven’t reached this point in-game yet, so maybe you just don’t know, but… Promethium science packs do not spoil like lime science does. It doesn’t matter how fresh the biter eggs are when you craft the pack, only that ...
by MeduSalem
Mon Nov 04, 2024 9:27 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 12
Views: 4501

Re: Make promethium spoil, and quickly


The science pack recipe *is* the processing, there’s no need for a middle step.


Good. The result will be that you will have to keep on watching people using belt storages instead of cargo bays. ^^

[edit]
As long as the artificial storage-density issue is present I will totally do that too once ...
by MeduSalem
Mon Nov 04, 2024 9:05 pm
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 12
Views: 4501

Re: Make promethium spoil, and quickly

The better solution would actually be if you would have to process the stupid promethium chunks into something else first (which then is the ingredient of the Promethium science packs) that can actually be stored better/more densely into the cargo bays and make the recipe take its crafting time ...

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