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by GregoriusT
Wed Aug 05, 2026 6:52 pm
Forum: Releases
Topic: Version 2.1.13
Replies: 17
Views: 2759

Re: Version 2.1.13


However I am not sure how feasible it is to cover your entire pollution cloud with active radars, when you DON'T put efficiency modules into everything.

Five Solar Panels and the Radar will work during daytime just fine, giving you a 60-70% chance to catch an expansion that way then. (gotta love ...
by GregoriusT
Wed Aug 05, 2026 4:15 pm
Forum: Releases
Topic: Version 2.1.13
Replies: 17
Views: 2759

Re: Version 2.1.13

Added an alert when an expansion base is built in a chunk with active radar coverage.
Sooooo does this apply to the radar exploration range too? Or JUST within the main range?

It is still useful regardless, but it would be neat to get an alert if an exploration radar picks up a (new) nest
by GregoriusT
Tue Jul 28, 2026 10:59 am
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7

If you compare achievements you need to also bring up the achievement for tier 3 quality modules, because someone who does not even do those will also never try to do space casinos in vanilla.
by GregoriusT
Fri Jul 24, 2026 10:59 am
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


I do something like that with nutrients and biter eggs. I already have power done by other means and done well enough, so I prefer that to a heat tower. So the pattern is spawners -> ( 0 .. n ) production outputs -> nutrients -> fish. On Gleba, I'm lazy. I just shut the agricultural towers off ...
by GregoriusT
Thu Jul 23, 2026 5:23 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


You still have to make sure the throughput of the belt is properly dimensionned to carry all the junk to make sure all machines stay active, but this can be alleviated with robots :) Then you only have to monitor the number of machines and heat towers, and "add more bots" when you add beacons ...
by GregoriusT
Thu Jul 23, 2026 3:35 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


I think of it as a entry toll on the highway, where the traffic jam supposedly may occurs only before it, but it keeps the highway flowing. In space you can always "throw overboard" to avoid clogging too. That's why i thought of Gleba :). That is a tip to keep the belt flowing, but it can still ...
by GregoriusT
Thu Jul 23, 2026 10:03 am
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7



wait are you talking about a belt circle of sorts? Like when doing Sushi? If so try placing ONE singular belt of a lower tier into the circle, that way this will never happen. Best spot to place it is just before the area were you start to put most things onto the belt.

Sounds like a good ...
by GregoriusT
Thu Jul 23, 2026 6:50 am
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


Can we please fix the issue where inserters can overload a belt causing it to get stuck? It's just not fun counting items and controlling inserters on every second bigger construction. It's a genuinely awful experience that doesn't align with the idea behind Factorio, where belts are to move ...
by GregoriusT
Mon Jul 13, 2026 4:55 pm
Forum: Releases
Topic: Version 2.1.10
Replies: 7
Views: 7472

Re: Version 2.1.10

Fixed building flipped blueprint over existing entities could move items over belts onto other side of a belt.
There goes one potential Speedrun Tech. /jk
by GregoriusT
Sat Jul 11, 2026 1:56 am
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7

Nilaus was redoing a serie for 2.1 with new blueprints
I have watched Nilaus for quite a while and his blueprints honestly feel like they get worse with every generation of his masterclass series. Like he clearly knows plenty of space saving and efficient belting techniques, but seems to forget ...
by GregoriusT
Fri Jul 10, 2026 8:00 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7



And yeah, the reason space casinos were too damn popular was because all the famous Youtubers just HAD to show off the exploit after it was declared as "to be patched" by the devs, yet the devs are the ones that get blamed for removing it, BECAUSE it became popular afterwards...

And now they ...
by GregoriusT
Fri Jul 10, 2026 7:09 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


Don't underestimate memetics. People just learn that you're "supposed" to do quality ship components because they're so much more powerful, and they just accept it as their baseline understanding and then spread the behavior to other people.

But I can at least understand panels since they take up ...
by GregoriusT
Fri Jul 10, 2026 5:09 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


The belts are a bottleneck risk because they have a fixed maximum throughput. This means if you ever exceed that limit you risk creating jam or stuck your system. Consider a recycler outputting on a belt, the maximum you can get out of it will be tied to the belts capacity. Now consider the same ...
by GregoriusT
Thu Jul 09, 2026 10:05 am
Forum: Releases
Topic: Version 2.1.9
Replies: 33
Views: 21389

Re: Version 2.1.9


I've noticed in 2.1 that with the new "smart" rocket launches, it sometimes sends up 4 space platform and nothing else. This isn't just inefficient, it actively makes the situation even worse, because if I'm having trouble building space platform, the unnecessary rockets containing only a small ...
by GregoriusT
Sat Jul 04, 2026 6:05 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7

My internal reasoning is actually more funny than you might've guessed.

Using Logistics Chests for Quality is HARDER than just using Belts. And that is because one reason:

You will be forced to build more and more and more Storage Chests to contain the Quality Items or else your ENTIRE LOGISTICS ...
by GregoriusT
Sat Jul 04, 2026 3:27 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


You still have to do all the routing logic to make sure the undesired material are voided or sent to the proper machine, having a lot of space isn't the same as being allowed to use robots. You can't just "add more bots to help with throughput", if when changing modules you start to encounter some ...
by GregoriusT
Sat Jul 04, 2026 12:44 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


A more important point is that building platforms to reach other planets "efficiently" already gives the player a task where he is forced to work without robots.

You know you can just make big vertical rectangle or big square, and it would be as efficient as a compact platform? Once you have ...
by GregoriusT
Fri Jul 03, 2026 11:45 am
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


If we go your route, we could also add:
"Multiple planets goes against the whole game: Factorio is all about expansion of a single planet"

I love space age 2.1 the way it is right now and would not change it. ( All personal gripes are part of the base game )

But there is one thing about this ...
by GregoriusT
Thu Jul 02, 2026 11:51 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 293
Views: 179763

Re: Version 2.1.7


The wrong thing was removed: The LDS shuffle is the actual broken exploit that prints infinite legendary copper. Asteroid refining wasn't an exploit; it was a really fun puzzle that gave us a reason to engineer cool factories in space.[/list]

LDS Shuffle is for Legendary Steel not really for ...
by GregoriusT
Thu Jul 02, 2026 1:17 am
Forum: Releases
Topic: Version 2.1.9
Replies: 33
Views: 21389

Re: Version 2.1.9

Yeah I prefer actually making use of the Molten Copper for normal Stuff or LDS Shuffle, but even then it will still overflow massively to the point that I end up using lesser quality calcite like uncommon and rare to make Stone from the molten Iron recipe.

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