Search found 109 matches

by waterBear
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 ...
by waterBear
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.
by waterBear
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?
by waterBear
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 ...
by waterBear
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 ...
by waterBear
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 ...
by waterBear
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 ...
by waterBear
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 ...
by waterBear
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 ...
by waterBear
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 ...
by waterBear
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.
by waterBear
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 ...
by waterBear
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 ...
by waterBear
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 ...
by waterBear
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.
by waterBear
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 ...
by waterBear
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.
by waterBear
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.
by waterBear
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 ...
by waterBear
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 ...

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