Efficiency modules mean that electric furnaces consume less power and therefore less coal.Nimsy_Van_Hinden wrote: Wed Mar 19, 2025 5:25 pm Great and satisfying answer! Thanks a lot.
So, I’ll stick to the steel furnaces until I have unlimited power. I don’t want to use solar panels, and I want to keep my coal consumption low.
Search found 386 matches
- Thu Mar 20, 2025 11:33 am
- Forum: General discussion
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 897
Re: Arc furnace VS blast furnace
- Wed Mar 19, 2025 12:55 pm
- Forum: General discussion
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 897
Re: Arc furnace VS blast furnace
There is nothing called arc furnace or blast furnace in Space Age.
There are the stone, steel, and electric furnaces. The first two are 2x2 and the electric is 3x3.
Then there is the foundry, which is not a furnace and does not run furnace recipes. It is 7x7.
There are the stone, steel, and electric furnaces. The first two are 2x2 and the electric is 3x3.
Then there is the foundry, which is not a furnace and does not run furnace recipes. It is 7x7.
- Wed Mar 19, 2025 12:08 pm
- Forum: General discussion
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 897
Re: Arc furnace VS blast furnace
What mod are you using?
- Tue Mar 04, 2025 2:54 pm
- Forum: Ideas and Suggestions
- Topic: Change default settings of Arithmetic Combinator to be "times one"
- Replies: 5
- Views: 289
Re: Change default settings of Arithmetic Combinator to be "times one"
default settings are currently never useful, and there are few reasons where you'd want to set the right hand side to zero, so few situations in which this causes additional clicks.
“Do nothing” is a good default. It’s the safest option given how different each person’s use cases are going to be ...
“Do nothing” is a good default. It’s the safest option given how different each person’s use cases are going to be ...
- Mon Mar 03, 2025 2:53 am
- Forum: Duplicates
- Topic: [2.0.32] blueprints no longer working on aquilo?
- Replies: 9
- Views: 539
Re: [2.0.32] blueprints no longer working on aquilo?
To me, it looks like there's two problems here. One is that the game doesn't have default tiles for placement on Aquilo, and the other is that it doesn't communicate anywhere what the current tile choices are. So, here's my thoughts:
1. Just have a default of ice platform and concrete. Yes, a ...
1. Just have a default of ice platform and concrete. Yes, a ...
- Thu Feb 27, 2025 2:15 pm
- Forum: Balancing
- Topic: Gleba technologies have far too steep an oppertunity cost.
- Replies: 22
- Views: 2419
Re: Gleba technologies have far too steep an oppertunity cost.
My Gleba factory is full of circuit-controlled machinery to automate and keep everything running autonomously - that's the only criticism I have. People without a mental connection to circuits might face a far bigger challenge than someone who has.
My Gleba production lines have circuits in ...
My Gleba production lines have circuits in ...
- Tue Feb 25, 2025 3:32 pm
- Forum: Balancing
- Topic: Gleba technologies have far too steep an oppertunity cost.
- Replies: 22
- Views: 2419
Re: Gleba technologies have far too steep an oppertunity cost.
For my next playthrough I plan to do Vulcanus, Gleba, Fulgora. Vulcanus and Gleba have things I want to get, while Fulgora only really offers me the processing unit productivity tech and the electromagnetic plant. Nothing else there is really useful or interesting to me.
- Thu Feb 20, 2025 12:52 pm
- Forum: Releases
- Topic: Version 2.0.35
- Replies: 16
- Views: 7165
Re: Version 2.0.35
Radars act as long range signal transmitters.JaJe wrote: Thu Feb 20, 2025 12:43 pmWell well well...this is an interesting one.Furnaces can be connected to circuit network.
I see we can attach a cable to radars but no use yet.
https://www.factorio.com/blog/post/fff-402
- Thu Feb 13, 2025 9:49 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 1722
Re: Possible yumako tree seed rate issue
That near certainty accounts for movement in both directions.
- Thu Feb 13, 2025 9:36 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 1722
Re: Possible yumako tree seed rate issue
It's entirely possible to harvest trees on Gleba and come out ahead with seeds (or break even, or run out of seeds) with no extra productivity.
The reality is much harsher. With break even odds you’re virtually guaranteed to hit zero seeds if you go long enough. Such is the nature of random ...
The reality is much harsher. With break even odds you’re virtually guaranteed to hit zero seeds if you go long enough. Such is the nature of random ...
- Thu Feb 13, 2025 6:38 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 1722
Re: Possible yumako tree seed rate issue
With constant fruit count flow (from box) it is ok, but the tree count decreases each time seed was delayed, less trees - less fruits - less seeds, so you can never farm 200 trees at all
This is why productivity bonuses are important. They make it far less likely that a string of bad luck will ...
This is why productivity bonuses are important. They make it far less likely that a string of bad luck will ...
- Thu Feb 13, 2025 2:07 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 1722
Re: [2.0.32] Possible yumako tree seed rate issue
There are many recipes in Space Age that involve probabilities.Broken_splitter wrote: Thu Feb 13, 2025 2:01 pmWell it's unplayable then. Should be fixed asapNemoricus wrote: Thu Feb 13, 2025 1:55 pm No, it means that, every time the recipe runs, it has a 2% chance to generate a seed.
- Thu Feb 13, 2025 1:55 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 1722
- Thu Feb 13, 2025 1:46 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 1722
Re: [2.0.32] Possible yumako tree seed rate issue
To make things as clear as possible, while 2% per fruit is theoretically break even, since it’s a probability you’re essentially guaranteed to hit 0 seeds.
To make this much less likely, you need to boost the seed chance with productivity.
That jellynuts haven’t had a problem so far is most likely ...
To make this much less likely, you need to boost the seed chance with productivity.
That jellynuts haven’t had a problem so far is most likely ...
- Thu Feb 13, 2025 1:05 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 1722
Re: [2.0.32] Possible yumako tree seed rate issue
You also need to make sure that none of your fruits are spoiling before getting processed.
- Mon Feb 10, 2025 10:00 pm
- Forum: Outdated/Not implemented
- Topic: Demolishers should gain flat phsyical resistance with tier
- Replies: 9
- Views: 631
Re: Demolishers should gain flat phsyical resistance with tier
Or drop down a railgun turret and use way less.
- Mon Feb 10, 2025 4:27 pm
- Forum: Outdated/Not implemented
- Topic: Demolishers should gain flat phsyical resistance with tier
- Replies: 9
- Views: 631
Re: Demolishers should gain flat phsyical resistance with tier
Have you *tried* using masses of gun turrets to defeat big demolishers? It’s ridiculously inefficient.
- Sun Feb 09, 2025 5:54 pm
- Forum: Questions, reviews and ratings
- Topic: is it possible to modify what the New Quality mod does?
- Replies: 2
- Views: 334
Re: is it possible to modify what the New Quality mod does?
It’s not possible.
- Fri Feb 07, 2025 6:41 pm
- Forum: Balancing
- Topic: Acid neutralizarion is 10x too fast.
- Replies: 9
- Views: 725
Re: Acid neutralizarion is 10x too fast.
Hmm. I keep my power production and water production entirely separate.
- Tue Feb 04, 2025 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Color consistency in tier or ability level should be normalized
- Replies: 2
- Views: 191
Re: Color consistency in tier or ability level should be normalized
It’s not going to be changed, most likely. The developers like that color variety adds to the visual variety even in endgame bases.