Search found 71 matches

by usafphoenix
Sat Jul 04, 2026 12:39 pm
Forum: General discussion
Topic: Please, DO NOT remove space casino
Replies: 268
Views: 34232

Re: The final balance argument for space casinos

edit: [my idea for the hardening of crushers within the orbit of the shattered planet was meant as an extreme example of how "progress-gating" something, by the very virtue in the difficulty of obtaining it makes something NOT unbalanced. That in the 2.0 reprocessing method, it was both the ...
by usafphoenix
Sat Jul 04, 2026 11:55 am
Forum: General discussion
Topic: Please, DO NOT remove space casino
Replies: 268
Views: 34232

The final balance argument for space casinos

With the crusher module restrictions introduced in 2.1 that have (against their intentions) trivialized quality instead of finding "balance", Here is my final argument for a means to "balance" space casinos in a way that undoes the triviality of "just put a recycler down, accept the 75% loss and ...
by usafphoenix
Sat Jun 27, 2026 1:44 am
Forum: Ideas and Suggestions
Topic: Simplify quality system
Replies: 10
Views: 925

Re: Simplify quality system

"Quality research, on the other hand, is a dangerous research. If you are a new player, you will ruin your production lines and make a huge mess. I"

No you won't. researching quality (even upto legendary) has NO impact what-so-ever on ANY "in place" designs UNLESS (until) you insert quality modules ...
by usafphoenix
Thu May 07, 2026 1:58 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3820
Views: 2616062

Re: Development and Discussion

Space Age issues:

1) appears to delete stone ore from Gleba (patch controls missing from world generation screen), likely from whatever prototype just deleted all the ore controls from the map settings screen prior to implementing angel's own ore controls. Reconsider the implementation of this to ...
by usafphoenix
Sat Apr 05, 2025 11:52 pm
Forum: Not a bug
Topic: Fulgora island coverage: non-meaningful impact
Replies: 1
Views: 945

Fulgora island coverage: non-meaningful impact

at some point in the update cycle for factorio 2.0, the map setting slider for fulgora island coverage lost ...i'd say, 90% of it's previous "impact" over world generation. Now resulting in very little impact / change sliding from 17% coverage all the way upto 600% coverage.
There's not "no change ...
by usafphoenix
Thu Oct 24, 2024 6:05 pm
Forum: Modding interface requests
Topic: New technology modifier type: module effects
Replies: 0
Views: 490

New technology modifier type: module effects

Trying to build a mod that modifies the effects of modules to build a late game technology sink for improving the aspects of various standard or modded modules. Doesn't appear the API has module effects as a valid modifier type.
by usafphoenix
Mon Oct 07, 2024 8:43 am
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 85936

Re: Friday Facts #431 - Gleba & Captivity

It may have already been mentioned, but the crux of the issues as I've heard/read about/inferred boils down to "when I'm presented the decision of which planet to visit, which one has the most compelling rewards I can use right away? vs "which planets rewards aren't as useful RIGHT NOW but are still ...
by usafphoenix
Fri Sep 06, 2024 2:17 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 120432

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

Another thought i had on the PLD issue:

Yeah, currently, it's TRIVIAL to throw a bunch of PLDs in a power suit and ROLL through biter territory. With quality making things even better, it becomes even MORE trivial, so overall, I think some adjustments need to be made.

One solution could be making ...
by usafphoenix
Fri Sep 06, 2024 2:06 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 120432

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

Not sure if evolution factor determining spawner health is the best solution.

I think i'd perhaps be a better method to derive health of the spawners SOLELY from the number of spawners DESTROYED. This would mean, even if you "start late" in destroying spawners, they won't all be at max-health and ...
by usafphoenix
Fri Jul 26, 2024 6:38 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 59331

Re: Friday Facts #421 - Optimizations 2.0

Question about robot movement logic and the "faking it" approach with regards to combat / biter attacks.

The technical aspect of "faking smooth movement" can have a big performance improvement, and that's always great, but will this have unintended consequences with regard to robot survivability ...
by usafphoenix
Sun Jun 23, 2024 3:50 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 189082

Re: Friday Facts #376 - Research and Technology

Research Target: Quality.

Have quality of recipes be able to be improved using research: +(1-3% bonus to quality) per research level
1) Quality mechanics still require that quality modules be placed in the machine doing the crafitng. If you research 4 levels of Quality but have no quality modules ...
by usafphoenix
Sun Jun 23, 2024 3:08 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 189082

Re: Friday Facts #376 - Research and Technology

Can we get more info/details on item productivity research? Or is this something being kept underwraps until release date? ----a sort of: "hey, there will be items that you can research productivity on, but we're not gonna say what, and you'll just have to wait and see."?
by usafphoenix
Sun Jun 23, 2024 1:52 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 476448

Re: Friday Facts #375 - Quality

suggestion for repair packs:

While repair packs essentially lasting longer is cool... i think it's more useful if repair packs would repair damage at a quicker speed. Think legendary repair packs can be used by robots at perimeter defense to repair walls more quickly, reducing the time robots are ...
by usafphoenix
Mon Mar 11, 2024 6:29 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 476448

Re: Friday Facts #375 - Quality

Some ideas for Quality:

Underground pipes/belts: have longer range
Locomotives: more pulling power / acceleration / or max speed
Fuel: more accelerating power / higher energy density / increase to vehicle speed / reduced pollution
Rail: higher top speed for locomotives
Robots: faster "return to ...
by usafphoenix
Mon Oct 09, 2023 7:02 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 476448

Re: Friday Facts #375 - Quality

Is there support/potential for underground belts/pipe reach-distance to be improved by quality, or has it already been firmly-decided to keep these entities' quality improvement solely health-based? (sorry if this has already been answered.)
by usafphoenix
Sun Aug 11, 2019 2:30 am
Forum: Modding help
Topic: post-oil changes, some technologies impossible. (modded)
Replies: 4
Views: 2782

Re: post-oil changes, some technologies impossible. (modded)

Yes, that WOULD be nice, if everyone that made mods practiced best methods, but sometimes a mod comes along and it DOESN'T.

This shouldn't be an issue, however, if the logic were changed slightly, such that, if a technology has a prerequisite named, that no longer exists, rather than marking it as ...
by usafphoenix
Sun Aug 11, 2019 1:43 am
Forum: Modding help
Topic: post-oil changes, some technologies impossible. (modded)
Replies: 4
Views: 2782

post-oil changes, some technologies impossible. (modded)

After the oil update, some mods broke, but i realized, this could be resolved with a base-game update.

Technology prerequisites, if removed, renamed, or altered in data-updates or data-final-fixes causes some technologies to be unreachable. This can be fixed by having "prerequisite" logic mandate ...
by usafphoenix
Sun Aug 04, 2019 5:53 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 278474

Re: Version 0.17.60

Overall, the changes were poorly conceived, executed, and do not "solve" the problem they attempt to address, but instead, created the very "rage quit" scenario the changes THOUGHT they'd prevent.



....Good job.
by usafphoenix
Thu Jul 18, 2019 8:41 am
Forum: Technical Help
Topic: "Cargo empty" treating fluid wagons as cargo.
Replies: 1
Views: 1692

"Cargo empty" treating fluid wagons as cargo.

So I have a mixed train: fluid wagons near the engine/front, and cargo wagons in the caboose. Single transport to Uranium outpost. Obviously empties sulfuric acid at outpost for mining, and fills cargo wagons with uranium. Wondering why "cargo empty"/"Cargo full" treats fluid wagons as cargo when ...
by usafphoenix
Sun May 12, 2019 6:40 am
Forum: Technical Help
Topic: Unable to check for mod updates
Replies: 5
Views: 5596

Unable to check for mod updates

screenshot: https://ibb.co/rZKS8Wm

last few releases, i've been unable to connect to mod portal API / game won't correctly scan for mod updates.
hovering over text, "Unable to check for updates" reveals " api call failed: (path: 'api/mods', status: 414)"

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