Search found 846 matches

by aka13
Sun Jan 26, 2025 9:03 pm
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 86
Views: 5055

Re: They need to rename Gleba to Bartleby

Oh, okay then. Yeah, systems-wise SA brings a lot of new fun stuff, totally agreed.
And yeah, youremember correctly, I did perefer vulc, and left gleba for the end. I didn't like the continuos flow stuff, absolutely.
by aka13
Sun Jan 26, 2025 8:55 pm
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 86
Views: 5055

Re: They need to rename Gleba to Bartleby

No need to throw around empty accusations. There is nothing complicated in spoilage. There is literally is not even a way to do JIT-logistics cross-planetary for them, where the real complexity would be at.
I shut down gleba production completely, and enable it on-demand, that is more complex than ...
by aka13
Sun Jan 26, 2025 8:36 pm
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 86
Views: 5055

Re: They need to rename Gleba to Bartleby



Eh, I would not say that there is any sort of consensus of course, or "people drop the game because of gleba", that would be absurd/in bad faith, imo as well.
I just find it interesting to observe, that there is indeed an observable difference between the planets.

It is the most difficult(in ...
by aka13
Sun Jan 26, 2025 1:23 pm
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 86
Views: 5055

Re: They need to rename Gleba to Bartleby


the impression of a consensus when it's not the case.



Eh, I would not say that there is any sort of consensus of course, or "people drop the game because of gleba", that would be absurd/in bad faith, imo as well.
I just find it interesting to observe, that there is indeed an observable ...
by aka13
Sun Jan 26, 2025 11:35 am
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 86
Views: 5055

Re: They need to rename Gleba to Bartleby

"Statistics don't say anything, but cherrypicking random discussions says a lot", can't make this up
by aka13
Sun Jan 26, 2025 10:30 am
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 86
Views: 5055

Re: They need to rename Gleba to Bartleby

I saw interesting numbers posted in the other thread:


The steam achievements speak 1000 words about gleba.

Visit Vulcanus: 5.0%
Research with metallargics: 4.4%

People who landed on vulcanus and didn't finish it this run or in the future = 1 - 4.4/5.0 = 12%

Visit Fulgora: 4.3%
Research with ...
by aka13
Sat Jan 25, 2025 9:16 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 349
Views: 51474

Re: Gleba has killed the game for me.

There is no reason not to install steam, especially seeing how you can buy the game directly from the devs, and still enjoy steams comfort.
It's an opinion thing, not an indicator of anything. Of course, it would be way nicer to have stats across all platforms, but that's not gonna happen :P
by aka13
Sat Jan 25, 2025 8:02 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 349
Views: 51474

Re: Gleba has killed the game for me.

Interesting stats, sure would not have expected that big of a difference.
I wonder if/what
when
2.1 will do with gleba. I still have not had the urge to touch SA after reaching Aquilo, uncontrollable gleba-nauvis logistics are still the biggest factor right after general annoyance of Gleba.
by aka13
Sat Jan 18, 2025 4:45 pm
Forum: Ideas and Suggestions
Topic: Complexes for UPS/bigger megabases
Replies: 5
Views: 260

Re: Complexes for UPS/bigger megabases

This has been discussed to death here, if anyone is interested in arguments/ideas to be had:
viewtopic.php?t=82060
by aka13
Tue Jan 14, 2025 7:20 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 18
Views: 2130

Re: Ban quality modules from asteroid crushers

It was implemented, because speedrunners pre-shipped rockets, bulllets and all the other good stuff and won the game on the final beta test. Stack sizes for ammo were cut in half and shipping made expensiv(er) than it was.
by aka13
Tue Jan 14, 2025 5:34 pm
Forum: Ideas and Suggestions
Topic: Spoiling rate 0% B4 New game
Replies: 11
Views: 700

Re: Spoiling rate 0% B4 New game

Yes, I just tested. They wander around and don't do anything. Not sure if it was always like this.
by aka13
Tue Jan 14, 2025 3:05 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 18
Views: 2130

Re: Ban quality modules from asteroid crushers

Yeah, I am convinced as well that this is the reason asteroid crushing rerolls are still in, so that ships can reliably craft quality ammo for the flying factory aspect.
The dropping from orbit is an unintended side-effect.
Would be pretty funny if orbital drops got nerfed
by aka13
Tue Jan 14, 2025 8:57 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 18
Views: 2130

Re: Ban quality modules from asteroid crushers

Glad that shipping ammo to platform, or asteroid storage did not get hammered, and we get a lot of diversity there.
by aka13
Sun Jan 12, 2025 9:02 pm
Forum: Balancing
Topic: 1x1 containers have never been so inadequate as they are now
Replies: 16
Views: 940

Re: 1x1 containers have never been so inadequate as they are now


We already have them in the form of tanks. It's 2x3, blueprintable, and placeable on even non-grid locations. It can defend itself with PLD. It can even be carried over belts. It has middle-click per-cell item pinning and expandable inventory space. It can request items and trash unrequested ...
by aka13
Sun Jan 12, 2025 12:46 pm
Forum: Balancing
Topic: 1x1 containers have never been so inadequate as they are now
Replies: 16
Views: 940

Re: 1x1 containers have never been so inadequate as they are now

Containers with 2x2 footprint trivialize a lot of the current builds.
I have played in 1.0 with the containers in space exploration, and basically as soon as you get 2x2, any covarex-like setup becomes trivial, especially with "trash all unrequested". It would make neater-looking malls though :D
by aka13
Sat Jan 11, 2025 7:00 pm
Forum: Gameplay Help
Topic: Single crusher, any asteroid chunk -- there's got to be a better way
Replies: 6
Views: 435

Re: Single crusher, any asteroid chunk -- there's got to be a better way

Yes, that is one downside. However, I use a decider combnator to "lock" a recipe for a while, so that is minimized. I think one could time it to run a specific amount of cycles, if one counts ticks needed for 1 run.
by aka13
Sat Jan 11, 2025 5:23 pm
Forum: Gameplay Help
Topic: Single crusher, any asteroid chunk -- there's got to be a better way
Replies: 6
Views: 435

Re: Single crusher, any asteroid chunk -- there's got to be a better way

I have a similar approach which I find absolutely great. Not sure if/how it would hold up to promemethium, since I have not bothered with it.


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0eNrdWdFuozAQ/Bc/myoGDISH+5EqQgSc1irYnDG5RhX/fmtI2l5CL9A9pacqUrQ23tn1zrCY5IVsq040RipL0hciC61akt6/kFY ...
by aka13
Fri Jan 10, 2025 7:50 pm
Forum: Balancing
Topic: Move Epic Quality Research Unlock to Fulgora
Replies: 12
Views: 1432

Re: Move Epic Quality Research Unlock to Fulgora

Quality is on Gleba, because Gleba would have even less rewards playing it.
Literally that simple. Also you could play for even longer, without having to touch Gleba. Same for the t3 module rebalance, where 2/3 suddenly need Gleba to function, and the productivity module is somehow not related to ...
by aka13
Tue Dec 31, 2024 10:01 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 18
Views: 2130

Re: Ban quality modules from asteroid crushers

Seeing as how everything got nerfed to the ground which was "playing the game wrong" directly in the beta, and this was known since the beta, this counts as "playing the game right" by whatever powers that decide so, and I would be genuinely surprised if anything would be done about it this late ...
by aka13
Sun Dec 29, 2024 8:04 pm
Forum: Gameplay Help
Topic: Inserters don't get triggered by a pulse
Replies: 6
Views: 366

Re: Inserters don't get triggered by a pulse

I am pretty sure that the pulse has to be of a specific length depending on how long the inserter action is gonna take. I vividly remember having to adjust my timer contraption, which works on the same logic as yours, when I switched to red inserters in one of my builds. The pulse was too short, and ...

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