Search found 109 matches
- Wed Sep 03, 2025 1:02 am
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 4
- Views: 271
Re: If you could land on the Shattered Planet, what would it be like?
Considering how ships usually crash-land there, I'd imagine a world filled with rogue turrets, biters, maybe a few spidertrons and tanks, all shooting at each other and the player. There will be scraps recycling to legendary buildings while spawning tough living enemies when recycled.
With the ...
- Tue Sep 02, 2025 2:57 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 4
- Views: 271
Re: If you could land on the Shattered Planet, what would it be like?
I'll go first. Little islands which can't be connected by rails, belts, or maybe even bots. Instead you attach engines to them so you can push production around as needed. These can be scheduled like trains. You need some mechanic to keep the player from bunching up too many of them.
- Tue Sep 02, 2025 2:55 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 4
- Views: 271
If you could land on the Shattered Planet, what would it be like?
Not sure if this topic has come up before but the idea interests me (and hopefully some of you).
What would the Shattered Planet game mechanics be? What tech would you unlock and take back to Nauvis?
What would the Shattered Planet game mechanics be? What tech would you unlock and take back to Nauvis?
- Fri Aug 29, 2025 9:48 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 86
- Views: 41859
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
The older I get the more I think younger generationa smoke crack during their childhood. What am I reading in this thread ...
Lol man. I agree.
I come back after a year and this thread is still alive. The devs put in hard work to make this awesome game and here people are, whining about the ...
- Fri Aug 29, 2025 9:43 pm
- Forum: Gameplay Help
- Topic: Astroid build-up at low speed on trip to shattered planet
- Replies: 7
- Views: 652
Re: Astroid build-up at low speed on trip to shattered planet
This is a minor point, but smaller is not faster.
Size isn't the only factor for speed.
Maximum platform speed can be determined by some formula. Somebody posted it, unfortunately I didn't kept a link. Speed is decreased by weight and platform width (the wider the slower). Speed is increased ...
- Fri Aug 29, 2025 9:41 pm
- Forum: Combinator Creations
- Topic: All your space crusher needs with only 3 crushers!
- Replies: 2
- Views: 3299
Re: All your space crusher needs with only 3 crushers!
I took another look at my brain system here after noticing some jank with it and oh boy was it absolutely riddled with bugs, useless conditions, and other nonesense-ry. So, I spent like, 2.5 hours figuring it all out and fixing it!
Just went through this myself. Started playing again and built ...
- Wed Aug 27, 2025 4:27 pm
- Forum: Gameplay Help
- Topic: Astroid build-up at low speed on trip to shattered planet
- Replies: 7
- Views: 652
Re: Astroid build-up at low speed on trip to shattered planet
Perhaps I'll move to smaller faster ships in the future but at the moment I'm quite fond my giant ships!
This is a minor point, but smaller is not faster. The fastest ships I've seen (and built) are huge and wide. See the post on "ships that can reach shattered planet." The first several are ...
- Mon Aug 25, 2025 12:07 am
- Forum: General discussion
- Topic: Does space age change anything?
- Replies: 8
- Views: 1442
Re: Does space age change anything?
...Or does it just introduce you to the a different biome with some biome centric buildings but it's the same gameplay with the same progression of buildings? You just essentially start over to get to the next biome?
The experience of landing on a new planet is like being presented with a ...
- Sun Mar 02, 2025 4:40 pm
- Forum: General discussion
- Topic: Quality kills trains?
- Replies: 9
- Views: 2191
Re: Quality kills trains?
The claim in the op is basically "turbo belt throughput is higher than train throughput." It's not, though. A single track with back-to-back trains has an insanely high throughput. I don't know what it is, but when people do intersection throughput testing, they regularly exceed 100 trains per ...
- Sun Feb 09, 2025 9:26 pm
- Forum: Combinator Creations
- Topic: Cursed Kovarex
- Replies: 0
- Views: 835
Cursed Kovarex
This is not a new idea, but now with the "read working" signal on centrifuges there's a clean way to make cursed Kovarex enrichment.
The unloading inserter triggers when all 4 machines are working (signal W = 4). The downside is that the machines can possibly overload with U-235. This could easily ...
The unloading inserter triggers when all 4 machines are working (signal W = 4). The downside is that the machines can possibly overload with U-235. This could easily ...
- Thu Feb 06, 2025 3:11 pm
- Forum: Gameplay Help
- Topic: Holmium ore - no other source than scrap?
- Replies: 4
- Views: 12996
Re: Holmium ore - no other source than scrap?
Depending on what quality you've got to work with, it's possible to make recycler loops that recycle everything and filter out just what you need, be that holmium, stone, batteries, whatever. You can basically turn any given scrap pile into a source of just some subset of the resources.
- Thu Feb 06, 2025 1:29 pm
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 67
- Views: 9902
Re: [Poll] Would you be happy to pay for more official planets and expansions?
During my first playthrough, I immediately thought "man I can't wait for them to release more planets as an expansion. You can basically make and release as many as you want, it's a gold mine!" Then they released their last FFF. I have nothing but respect for the developers and their decisions. Here ...
- Wed Feb 05, 2025 3:43 pm
- Forum: General discussion
- Topic: What's the most unexpected fun you've had?
- Replies: 16
- Views: 3104
Re: What's the most unexpected fun you've had?
My first non-peaceful run!
After ~1k hours in 1.1 and completing 50% ish of a Space Age run I decided to restart and see what all this fighting lark was about after building an absolute turret frenzy of a platform.
Oh I see, you have to balance pollution and production, make tactical decisions ...
- Tue Feb 04, 2025 3:42 am
- Forum: General discussion
- Topic: Gleba's evolution doesn't serve any purpose currently
- Replies: 12
- Views: 3102
Re: Gleba's evolution doesn't serve any purpose currently
On Nauvis, it's finely tuned, because everyone starts at 0 "power level" and evolution starts at 0. This is not the case with gleba.
Is that right, though? I thought Gleba's evolution started when you landed (on Gleba). I remember only fighting small, weak versions of the enemies for quite a ...
- Sun Feb 02, 2025 9:20 pm
- Forum: Gameplay Help
- Topic: How to handle train loading with generic wildcard interrupts?
- Replies: 7
- Views: 1631
Re: How to handle train loading with generic wildcard interrupts?
Renaming all stations to pusher is also how I did it. You can see an overview of my approach here: 123723 although at this point I'm almost reluctant to point to it without a rewrite. Folks are finding it confusing.
- Thu Jan 30, 2025 2:36 pm
- Forum: General discussion
- Topic: Gleba's evolution doesn't serve any purpose currently
- Replies: 12
- Views: 3102
Re: Gleba's evolution doesn't serve any purpose currently
The scenario just isn't that dire. In our first playthrough I landed on Gleba with zero expectations and set up a rocket silo etc. The enemies challenged me a bit once the ag towers were up, but you just take a rocket launcher and go hunting then they leave you alone for a long time.
If Gleba ...
If Gleba ...
- Tue Jan 28, 2025 1:17 am
- Forum: Gameplay Help
- Topic: Bag of trains tutorial
- Replies: 25
- Views: 6607
Re: Bag of trains tutorial
I really need to cook up a more comprehensive set of (parametrized) blueprints. If I did this right, it shouldn't be so fiddly to set up.
- Mon Jan 27, 2025 8:19 pm
- Forum: Technical Help
- Topic: How to add mods to an existing save on a server?
- Replies: 1
- Views: 347
Re: How to add mods to an existing save on a server?
Problem solved. We were missing the mod dependencies. Just had to download those and shove em in the mods folder.
- Sun Jan 26, 2025 12:28 am
- Forum: Technical Help
- Topic: How to add mods to an existing save on a server?
- Replies: 1
- Views: 347
How to add mods to an existing save on a server?
Per the title.
When I upload any mods into the mods folder, the server refuses to start until they're removed.
We're running on Azure using serverless deployment. Think something like Kubernetes except Microsoft manages the cluster and I don't. That means that when the Factorio docker container ...
When I upload any mods into the mods folder, the server refuses to start until they're removed.
We're running on Azure using serverless deployment. Think something like Kubernetes except Microsoft manages the cluster and I don't. That means that when the Factorio docker container ...
- Fri Jan 24, 2025 10:09 pm
- Forum: Gameplay Help
- Topic: Wasteless nuclear reactor design revisited
- Replies: 10
- Views: 3738
Re: Wasteless nuclear reactor design revisited
Watching the most distant heat exchanger, it never got to 1000 C (not even close, actually) so at no point could you say that the fuel cell was "wasted".
Fuel is wasted as soon as the reactor itself reaches 1000°C. Not something in the reactor vicinity. The fuel cell is burning in the reactor ...