Search found 394 matches
- Sun Sep 21, 2025 3:54 pm
- Forum: Balancing
- Topic: Scale Roboport Supply Area and Construction Area with quality
- Replies: 9
- Views: 852
Re: Make roboport areas scale with quality
This is not a good idea, since it can break set ups that rely on the logistics area being a specific size. It would turn higher quality roboports from being a simple drop in replacement to one where you have to adjust the build to make sure that areas that are supposed to be disconnected stay that ...
- Thu Sep 11, 2025 4:05 pm
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 15
- Views: 2284
Re: Stop the multiply effect of turret damage
I’ve never used a flamethrower turret. Doesn’t seem to have caused me any problems.
- Sat Aug 23, 2025 4:07 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 46
- Views: 5163
Re: Possible yumako tree seed rate issue
Share a picture, blueprint, or save so we can take a look.
- Sun Aug 17, 2025 8:11 pm
- Forum: General discussion
- Topic: Do you bother with slower belts after unlocking and producing faster ones?
- Replies: 8
- Views: 1144
Re: Do you bother with slower belts after unlocking and producing faster ones?
I build with the fastest belt I currently mass produce. It’s not worth my time and attention to decide which belt type to use in every situation.
- Sat Aug 09, 2025 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Inserter Filtering as a Tech Unlock
- Replies: 24
- Views: 1659
Re: Inserter Filtering as a Tech Unlock
Every inserter has been capable of filtering for as long as I’ve been playing. The only change is that we now have manual control over filters for all inserters.
Even without explicitly set filters, an inserter has always been capable of taking only the correct items from a belt for the machines ...
Even without explicitly set filters, an inserter has always been capable of taking only the correct items from a belt for the machines ...
- Sat Jul 05, 2025 6:02 pm
- Forum: Outdated/Not implemented
- Topic: Allow us put more landing pads. With high distance from each
- Replies: 15
- Views: 3429
Re: Allow us put more landing pads. With high distance from each
For me, the main thing the one pad per planet limit accomplished was to disincentivize me from dealing with bulk interplanetary logistics at all. I don't like the idea of using bots for primary logistics and I'm not a circuit expert, so that already pretty sharply limited what I would be able to do ...
- Fri Apr 11, 2025 10:39 am
- Forum: Won't fix.
- Topic: [Pard][2.0.23] Achievement "make it better" not awarded
- Replies: 10
- Views: 2048
Re: [Pard][2.0.23] Achievement "make it better" not awarded
Could the description of the achievement be updated to reflect this requirement?
- Tue Apr 01, 2025 11:43 am
- Forum: Ideas and Suggestions
- Topic: Rocket Silo Logistics Need Improvement
- Replies: 4
- Views: 701
Re: Rocket Silo Logistics Need Improvement
whatever is wanted, the bots deliver it in exactly the quantity desired, as long as there's no room.
This is only true for logistics to the player. For delivery to chests the bots will always pick up their maximum load, even if this will result in an oversupply. Since bots in an unmodified game ...
This is only true for logistics to the player. For delivery to chests the bots will always pick up their maximum load, even if this will result in an oversupply. Since bots in an unmodified game ...
- Thu Mar 20, 2025 11:33 am
- Forum: Gameplay Help
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 3123
Re: Arc furnace VS blast furnace
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.
- Wed Mar 19, 2025 12:55 pm
- Forum: Gameplay Help
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 3123
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: Gameplay Help
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 3123
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: 709
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: 1511
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: 6980
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: 6980
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: 11220
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: 46
- Views: 5163
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: 46
- Views: 5163
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: 46
- Views: 5163
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: 46
- Views: 5163
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.