Whoops, there's a misunderstanding here :
I quoted you because I also thought that it's not very healthy behaviour.
The "judging" part, however, was about the lack of a mention of the possibility of segmented speedruns.
And it is a kind of judging, but not directed towards specific individuals ...
Search found 3233 matches
- Fri Aug 08, 2025 3:00 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 80886
- Sat Aug 02, 2025 2:38 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 80886
Re: Version 2.0.45
If they don't allow retries of segments, then it's not segmented, not to mention the last caveat would be a pretty big deal for those competing at the top.
- Sat Aug 02, 2025 9:50 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 80886
Re: Version 2.0.45
A bit late, but this was bothering me.
[...]
Also i think it's not healthy to play 15 hours in a row, a bit like extreme sport were it's not a good advise to tell people to train to do back flip on rooftop until they can make it despite it being some people's job.
[...]
Speaking also of the ...
[...]
Also i think it's not healthy to play 15 hours in a row, a bit like extreme sport were it's not a good advise to tell people to train to do back flip on rooftop until they can make it despite it being some people's job.
[...]
Speaking also of the ...
- Fri Dec 06, 2024 3:29 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 18315
Re: Quality Gating is flawed
It means that you need the tech unlocking barrels as a pre-requisite to pumpjacks (and later, blue science).
While railway is only a pre-requisite to purple science.
While fluid wagon (and train stop + signals) are dead ends (and relatively expensive too).
P.S.: To be fair, Car => Tank => Uranium ...
While railway is only a pre-requisite to purple science.
While fluid wagon (and train stop + signals) are dead ends (and relatively expensive too).
P.S.: To be fair, Car => Tank => Uranium ...
- Fri Dec 06, 2024 12:55 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2029
- Views: 827042
Re: Simple Questions and Short Answers
You could just have linked to the bug report directly ?
https://forums.factorio.com/viewtopic.php?f=23&t=119856
But I'm pretty sure that this is a different issue, AFAIK this only worked when loading onto splitters from the side, while loading splitters from behind always (?) had the same effect of ...
https://forums.factorio.com/viewtopic.php?f=23&t=119856
But I'm pretty sure that this is a different issue, AFAIK this only worked when loading onto splitters from the side, while loading splitters from behind always (?) had the same effect of ...
- Fri Dec 06, 2024 9:40 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 13063
Re: The +300% productivity cap should be documented in-game or removed
No, my first suggestion would require a complete rework of at least how recipes and productivity are displayed, and also maybe how they even work.
The second one is just about tweaking some infinite tech numbers.
The second one is just about tweaking some infinite tech numbers.
- Fri Dec 06, 2024 9:13 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2029
- Views: 827042
Re: Simple Questions and Short Answers
Why is this 6 to 1 lane balancer not fully compressed? I used a very popular 6 to 1 train unloading blueprint for my gleba science here but the belt is not fully compressing. It's 6 stack inserters which is far enough to fully compress a 4 stack turbo belt (14400 items per minute). As you can ...
- Fri Dec 06, 2024 9:08 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 13063
Re: The +300% productivity cap should be documented in-game or removed
The first one or this one ?
For this one :
- You know from practice that the maximum productivity you can get for a recipe, without infinite techs, is ×A.
- So you make it so that each subsequent productivity tech level has a smaller effect, and the cumulative effect of that infinite series is ×B ...
For this one :
- You know from practice that the maximum productivity you can get for a recipe, without infinite techs, is ×A.
- So you make it so that each subsequent productivity tech level has a smaller effect, and the cumulative effect of that infinite series is ×B ...
- Fri Dec 06, 2024 9:01 am
- Forum: Gameplay Help
- Topic: Ho to open map without zooming out every time?
- Replies: 28
- Views: 5570
Re: Ho to open map without zooming out every time?
The back/forward system (tied to the mouse keys 4 and 5) is indeed quite powerful, I've learned to appreciate it.
But then I hardly noticed this issue to start with, so take this with a grain of salt.
But then I hardly noticed this issue to start with, so take this with a grain of salt.
- Fri Dec 06, 2024 8:45 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 13063
Re: The +300% productivity cap should be documented in-game or removed
I gave you an alternative.
The asymptotic solution (where higher infinite research levels stay relevant) might also be implemented without redoing the productivity concept from the ground up, in an ad-hoc fashion for vanilla (knowing what the maximum productivity is possible otherwise).
(Unless ...
The asymptotic solution (where higher infinite research levels stay relevant) might also be implemented without redoing the productivity concept from the ground up, in an ad-hoc fashion for vanilla (knowing what the maximum productivity is possible otherwise).
(Unless ...
- Fri Dec 06, 2024 8:34 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2029
- Views: 827042
Re: Simple Questions and Short Answers
Looks like you need a lane balancer ? (The above doesn't look like a lane balancer, just belt balancer ?)
EDIT : Or, actually it is (lane balancing being at the beginning) maybe you just don't have enough science packs ?
EDIT : Or, actually it is (lane balancing being at the beginning) maybe you just don't have enough science packs ?
- Thu Dec 05, 2024 8:13 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 34597
Re: Version 2.0.24
Very nice !Added camera views to Space platform tooltips.

(2024!)
- Thu Dec 05, 2024 7:57 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 18315
Re: Quality Gating is flawed
Barrels are a funny example, because they are a much more core tech than trains (and especially than fluid wagons), and in particular are what you would use (with car) if you wanted to rush oil derivatives (like weapons and conbots).
- Thu Dec 05, 2024 11:24 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 95
- Views: 26527
Re: Well, Fulgora sucks [Spoilers]
So what do you do to expand conbots/logibots ? Ship them / frames / electric engines from Nauvis ?
- Thu Dec 05, 2024 11:21 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 115750
Re: Gleba has killed the game for me.
I wonder if separate tutorials for each planet would help people who are having a hard time starting out. The existing tutorial doesn't really cover the other planets. Personally I like not knowing WTF to do and having to figure it out, but extra planet-specific optional tutorials wouldn't hurt ...
- Thu Dec 05, 2024 10:08 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 95
- Views: 26527
Re: Well, Fulgora sucks [Spoilers]
Yeah, right, in fact now I remember that I took care to always have 250 electric engine units dropping with me.
But in the end, I still always ended up setting up electric engine production before leaving, on all of the planets, because I wanted to have sustainable bot production for remote work.
But in the end, I still always ended up setting up electric engine production before leaving, on all of the planets, because I wanted to have sustainable bot production for remote work.
- Thu Dec 05, 2024 10:01 am
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 18315
Re: Quality Gating is flawed
This is the case for most things in Factorio. Default settings are tailored for fist time players. Space Age on default settings is still tailored for players that don't have hundreds of hours under their belts (with some concerns about that for Gleba).
So what ?
Wasting time is a quite interesting ...
So what ?
Wasting time is a quite interesting ...
- Wed Dec 04, 2024 10:03 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 115750
Re: Gleba has killed the game for me.
It will take HOURS to get this tree farm overproducing seeds again
Maybe if you use the above design you made.
A quick recap of this sub-discussion :
you : «I'm running out of seeds»
us : «try to not waste seeds (and use productivity)»
you : makes a design that can only work by wasting seeds (or ...
Maybe if you use the above design you made.
A quick recap of this sub-discussion :
you : «I'm running out of seeds»
us : «try to not waste seeds (and use productivity)»
you : makes a design that can only work by wasting seeds (or ...
- Wed Dec 04, 2024 3:02 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 115750
Re: Gleba has killed the game for me.
I think it will be very dificult to set up something that can be sustainably left to its own devices for hours on end with out atleast a minimum of ciruit network stuff.
If we're talking about specifically this issue, then it really isn't :
- just don't overproduce raw fruit
(not using a box to ...
If we're talking about specifically this issue, then it really isn't :
- just don't overproduce raw fruit
(not using a box to ...
- Wed Dec 04, 2024 1:31 pm
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 95
- Views: 26527