Search found 386 matches

by Nemoricus
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

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.
Efficiency modules mean that electric furnaces consume less power and therefore less coal.
by Nemoricus
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.
by Nemoricus
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?
by Nemoricus
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 ...
by Nemoricus
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 ...
by Nemoricus
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 ...
by Nemoricus
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.
by Nemoricus
Thu Feb 20, 2025 12:52 pm
Forum: Releases
Topic: Version 2.0.35
Replies: 16
Views: 7165

Re: Version 2.0.35

JaJe wrote: Thu Feb 20, 2025 12:43 pm
Furnaces can be connected to circuit network.
Well well well...this is an interesting one.
I see we can attach a cable to radars but no use yet.
Radars act as long range signal transmitters.

https://www.factorio.com/blog/post/fff-402
by Nemoricus
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.
by Nemoricus
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 ...
by Nemoricus
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 ...
by Nemoricus
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

Broken_splitter wrote: Thu Feb 13, 2025 2:01 pm
Nemoricus 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.
Well it's unplayable then. Should be fixed asap
There are many recipes in Space Age that involve probabilities.
by Nemoricus
Thu Feb 13, 2025 1:55 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

Broken_splitter wrote: My observations suggest otherwise.
Recipe does not contains words like "average", "approximately", "maybe" or something like this, 2% rate means exactly 1 seed per 50 fruits
No, it means that, every time the recipe runs, it has a 2% chance to generate a seed.
by Nemoricus
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 ...
by Nemoricus
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.
by Nemoricus
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.
by Nemoricus
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.
by Nemoricus
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.
by Nemoricus
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.

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