Search found 257 matches

by evandy
Sun Jun 14, 2026 4:07 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 383
Views: 44957

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

GregoriusT wrote: Sun Jun 14, 2026 3:08 am And the reason for them being OP is because they combine too many powerful things into one universal solution that overshadows all the various productivity upcyclers.
This statement is definitively not true. They are not universal. They give less than half the resource types.
by evandy
Sun Jun 14, 2026 2:34 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 383
Views: 44957

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint


Yeah a very small amount of Critical Recipes requires that, but pretty much anything you can already use on Nauvis before leaving for space does not require any of those resources. And mind you, all the Nauvis Stuff is basically the entirety of pre-Space-Age Factorio.

Have you ever made an All ...
by evandy
Sun Jun 14, 2026 1:39 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 383
Views: 44957

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint


The Problem with Space Casinos however is not the ridiculous per building Efficiency.

It is that it is "one solution to rule em all", because you can use it to get all the non-planet-specific resources at Legendary Quality, including Stone if you make a stop at Vulcanus to convert onboard Calcite ...
by evandy
Sun Jun 14, 2026 1:25 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 383
Views: 44957

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint


Every single one of my platforms uses it to deal with being in regions of space with different density of asteroid types. Ships near the sun rarely have enough ice. Ships near Aquilo have too much ice. Before you ask - Yes, I do have circuit logic on my asteroid collectors. But I still got ships ...
by evandy
Sun Jun 14, 2026 1:12 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 383
Views: 44957

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint


Let's be honest here. Who actually uses the asteroid reroll recipe in a serious, non quality way?


Every single one of my platforms uses it to deal with being in regions of space with different density of asteroid types. Ships near the sun rarely have enough ice. Ships near Aquilo have too much ...
by evandy
Sat Jun 13, 2026 2:11 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 383
Views: 44957

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint



if a change was really needed, then it should have been the other way round. keep space casino, and nerf lds shuffle.


Yes, this exactly. Lds shuffle is much more “broken” than asteroids as it creates infinite legendary copper. The asteroids are a much more interesting mechanic and drive ...
by evandy
Mon Jun 08, 2026 10:45 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21631

Re: Friday Facts #441 - Space logistics improvements


My goal is to maintain a buffer of various materials near a Rocket Silo so that incoming platform requests can be fulfilled immediately. If the buffer chests are supplied by belts or trains, this works fine. However, I haven't found a convenient way to do the same using only the logistic network ...
by evandy
Mon Jun 08, 2026 10:42 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21631

Re: Friday Facts #441 - Space logistics improvements


The platform to platform feature is seriously game changing and TBH, might even be a little over powered. I think there should be some cost to sending packages between platforms, or at least some sort of ship to ship launcher system kinda like how space exploration worked with their cargo guns ...
by evandy
Fri Jun 05, 2026 2:46 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21631

Re: Friday Facts #441 - Space logistics improvements


Klonan just causally dropping "you can now exchang cargo between platforms" bombshell.

How is this even qol? This is huge. Huuuuge! I can refactor a the whole game now. Might as well start a new one.


Agreed - this is REALLY a good add. It always felt wrong to need to drop stuff to the surface ...
by evandy
Fri Jun 05, 2026 1:28 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21631

Re: Friday Facts #441 - Space logistics improvements

These changes are absolutely amazing and fantastic!!!

However, I must cry - while you were in there, we don't have a way to insert the 3 rocket part items into a rocket by inserter? This has to be one of the most requested updates with rockets.
by evandy
Sun Aug 24, 2025 4:06 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 90360

Re: Ban quality modules from asteroid crushers




You know, one could even make an argument that asteroid rerolling reduces the diversity of builds if it replaces all of these upcyclers with only one build.

I agree. I think this should be discussed. I think crimsonarmy has good intentions in at least saying that the idea can be abandoned ...
by evandy
Sat Aug 16, 2025 9:42 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 90360

Re: Ban quality modules from asteroid crushers




Exponentially increasing difficulty? Wow, that's the first time I've ever heard that about vanilla factorio, but I guess it depends how you measure difficulty?

The better one I think, is science costs. Purple science is something else when you realize it's asking you for 10 rails a second ...
by evandy
Sat Aug 16, 2025 8:49 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 90360

Re: Ban quality modules from asteroid crushers




Yeah, this is my stance. 300% productivity (on anything) is broken. That said, it's not broken enough for me to complain about - it takes so much research to get there, that it's basically irrelevant.



I respectfully disagree. You have two 300% researches attached to two equally difficult ...
by evandy
Fri Aug 15, 2025 8:07 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 90360

Re: Ban quality modules from asteroid crushers



Yeah, this is my stance. 300% productivity (on anything) is broken. That said, it's not broken enough for me to complain about - it takes so much research to get there, that it's basically irrelevant.


That make sense to me as a stance about "the other 300% productivity research that are not ...
by evandy
Fri Aug 15, 2025 7:47 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 90360

Re: Ban quality modules from asteroid crushers


You agree with me on LDS shuffle, but you seem to compare it to blue circuit upcycling

With 300% productivity, the bonus items you get out of the craft exactly (on average) balance the loss you get from the recycler, so you get a 1:1 ratio between normal blue circuit inputs and legendary blue ...
by evandy
Fri Aug 15, 2025 2:40 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 90360

Re: Ban quality modules from asteroid crushers


Do you even know what an upcycler is? Have you ever built one? All of these things are exactly what upcyclers deal with


Yes, yes, and you are 100% correct. Upcyclers do all of this - and there are plenty of places they are required. i.e. basically every single one of the planetary unique ...
by evandy
Mon Aug 11, 2025 8:43 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 90360

Re: Ban quality modules from asteroid crushers

If you don't like quality asteroid recycling, then I have a different challenge for you...

What is another way to get Legendary resources with fewer buildings? The entire design thrust of the quality system is to be able to do more with fewer buildings. So if you want to talk removing quality ...
by evandy
Sat Jun 21, 2025 11:46 pm
Forum: Ideas and Suggestions
Topic: Decider combinator: Duplicate condition
Replies: 6
Views: 2031

Re: Decider combinator: Duplicate condition

Honestly, i would rather the ability to type in a logic statement by hand. But something to make strong up conditions is definitely needed.
by evandy
Sat Jun 21, 2025 11:42 pm
Forum: Ideas and Suggestions
Topic: Allow Fish Breeding on other surfaces
Replies: 1
Views: 811

Re: Allow Fish Breeding on other surfaces

I will +1 this one. Especially fish in space- a space based aqua culture is even real would plausible, and the idea of having a fish farm in space is attractive. We can do other things with fluids in space, why not farming?
by evandy
Wed Jun 18, 2025 11:57 pm
Forum: Technical Help
Topic: Multiple Factorio Installs
Replies: 19
Views: 40017

Re: Multiple Factorio Installs

I'm a SW developer and don't mind tweaking stuff like this, but it would sure be nice if there were an official ZIP version of factorio for mac and linux. Maybe someday.

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