Search found 285 matches

by EustaceCS
Fri Nov 22, 2024 12:18 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 109
Views: 42903

Re: Friday Facts #438 - Space Age wrap up

The game I'm thinking about is related to WoW in a similar way as to how Factorio is related to Minecraft.
That's some exquisite kenning-like description.
Can't wait to see which post-industrial revolution would follow industrial revolution which Factorio made :)
by EustaceCS
Fri Nov 22, 2024 12:07 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 412
Views: 93204

Re: Gleba has killed the game for me.

We all are.

On-topic, I have to admit, I'm guilty.
FFFs jebaited me into thinking that three mid-game planets are equally challenging.
Gleba clearly isn't. It's a game on its own.
I... honestly, don't know how to feel about this.
From one point of view, even without spoilage mechanics risk ...
by EustaceCS
Fri Nov 22, 2024 10:51 am
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 13824

Re: Promethium science is too easy to cheese

Define "cheese".

Promethium science pack needs:
- Quantum processor which is built from exclusive components from 4 planets (but, somehow, not Uranium, although without Uranium crafting Aquilo part is a VERY tricky task...)
It's a pure volumetric logistics challenge which eventually can be ...
by EustaceCS
Thu Nov 21, 2024 8:36 pm
Forum: Ideas and Suggestions
Topic: Odd armor gridsize
Replies: 13
Views: 1203

Re: Odd armor gridsize

1x1 solar panels save lives.
On Gleba.

Having an option to put exoskeletons sideways migh be nice though.
Toolbelts are not panacea in current version - vertical rows are a problem too. Sometimes extra accumulators are not quite desirable.
by EustaceCS
Thu Nov 21, 2024 5:18 pm
Forum: Ideas and Suggestions
Topic: Unique map icons for tank and car
Replies: 3
Views: 436

Re: Unique map icons for tank and car

Wish granted.
With this mod
https://mods.factorio.com/mod/car-map-icon
you'll confuse car map icon with locomotive map icon.
*monkey paw curls*

(aaaand, here comes headache for next few hours... simply swapping car's minimap icon is... significantly harder, if you don't know what exactly you're ...
by EustaceCS
Thu Nov 21, 2024 5:02 pm
Forum: Not a bug
Topic: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
Replies: 13
Views: 10336

Re: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies

Elbow grease :|
Which gives more flexibility in SOME cases. Generally that's why I'm proposing request groups.

You can fill shipment order group manually from the very same window with space platform's automatically formed shipment order.
You can fill shipment order from your own inventory, double ...
by EustaceCS
Thu Nov 21, 2024 2:57 pm
Forum: Not a bug
Topic: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
Replies: 13
Views: 10336

Re: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies


In map mode, you can at least place ghost items in a silo that's set for manual (will be delivered by bots). That works almost everywhere, including chests and assemblers.

You shoudln't, probably.
Use requester chests w/ common or fast inserters set to grab cap 1.
It'll do everything except ...
by EustaceCS
Thu Nov 21, 2024 2:49 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1988
Views: 743211

Re: Simple Questions and Short Answers

Seen that guide. Can't make heads or tails of it. It REALLY needs sample all-in-one setup. I have a weird feeling that that guide is not about two-way trains but about two-way rails, which is a completely different can of worms...
by EustaceCS
Thu Nov 21, 2024 2:47 pm
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 10821

Re: Gleba early game should be made easier significantly

I'd be happy to see a platform configuration which is able to survive this trip (especially on automatic thrust, no manual/circuit auto adjustments on the way) and fail to survive on orbit.
Well, there ARE edge cases, like utilizing rare and very hard to pull off tech called "braking with space ...
by EustaceCS
Thu Nov 21, 2024 8:19 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1988
Views: 743211

Re: Simple Questions and Short Answers

The islands are too small to get dedicated trains for all needed goods.
Bidirectional trains.
Surprisingly, there are no dedicated guide to it.
But, as a rule of a thumb, it is enough to:
1. Place a single railway from point A to point B.
2. Place two train stops at the ends of that railway ...
by EustaceCS
Thu Nov 21, 2024 7:54 am
Forum: Ideas and Suggestions
Topic: Priority Discharge and Insurance Storage for Batteries
Replies: 2
Views: 398

Re: Priority Discharge and Insurance Storage for Batteries

This bad boy
https://wiki.factorio.com/Power_switch
can do anything you need, including this specific suggestion.
A small gizmo for controlling it, dedicated to reading current time of day's power output, is technically doable with some unconventional usage of a solar panel, an accumulator (to ...
by EustaceCS
Thu Nov 21, 2024 7:42 am
Forum: Not a bug
Topic: [2.0.15] Mining coal and stone from huge-rock does not show up in get_item_production_statistics
Replies: 3
Views: 483

Re: [2.0.15] Mining coal and stone from huge-rock does not show up in get_item_production_statistics

Drops from rocks (and Gleba's spoilage trees, and Fulgoran vaults, and other entities not affected by resource richness worldgen settings) are classified as loot, not as mining/crafting/otherwise ledger'able output, no?
by EustaceCS
Thu Nov 21, 2024 7:40 am
Forum: Outdated/Not implemented
Topic: Remote construction when off planet
Replies: 12
Views: 2565

Re: Remote construction when off planet

You can leave tanks (with one specific research) as controllable body doubles on planets.
Tanks have equipment grid now. AND (as of v2.0.20 which went Release recently) tanks don't need elaborate contraptions to refuel remotely.
Personal roboports are cheap. And priciest logi/construction robot ...
by EustaceCS
Thu Nov 21, 2024 7:31 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 10821

Re: Gleba early game should be made easier significantly

Well, yes, they can spawn (and spawn too damn close to starting area to my taste - but it's too subjective).

It is prudent to grab an armor with you on your first space voyage to anywhere since armor is one of VERY few things you can get shipped on your body. And armor takes whole rocket to ship it ...
by EustaceCS
Wed Nov 20, 2024 3:07 pm
Forum: Gameplay Help
Topic: How to deal with bioflux spoiling mid-swing?
Replies: 10
Views: 2255

Re: How to deal with bioflux spoiling mid-swing?

Cicrular belt is not a 100% failsafe measure against this specific problem.
Actually, I don't think that any in-game mechanism can be utilized to pull things off stuck inserters.

There's one exception though. You can try to flip crafting machine's recipe into something that accepts spoilage as ...
by EustaceCS
Wed Nov 20, 2024 10:58 am
Forum: This Forum
Topic: Bug Report vs Technical Issue
Replies: 5
Views: 857

Re: Bug Report vs Technical Issue

Local moderation team don't mind stray bug reports ending up in technical issues, vice versa. So unless it's something outrageous like "my Ritmix mouse LED do not react to Factorio events" posted in Technical Issues - you're fine.
by EustaceCS
Wed Nov 20, 2024 10:51 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 10821

Re: Gleba early game should be made easier significantly


I think early game on gleba should be made significantly easier, because it's very hard and frustrating to start without having good supply from other planets


Maybe for me enemies was hard because I played with deathworld setting.

"Make the game easier because I can't handle hardmode which I ...
by EustaceCS
Mon Nov 18, 2024 10:36 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1988
Views: 743211

Re: Simple Questions and Short Answers

Did landmines mechanics changed in 2.0 ?
For some reasons, spitter raiding groups gathering for attack are detecting AND destroying much more of my landmines in 2.0 than in 1.1 .
I'm under impression that armed landmines' invisibility is stealth-nerfed somehow.
by EustaceCS
Mon Nov 18, 2024 6:01 pm
Forum: Balancing
Topic: Epic and Legendary quality unlocks
Replies: 10
Views: 11450

Re: Epic and Legendary quality unlocks

Please understand the duality of Quality.
You either can or cannot afford higher Quality tiers.
If you can afford it or (at the very least) reveling in gamba won't become the end of your playthrough (which, by extent, means that you can afford it anyway) - you're fine.
If you can't afford it ...
by EustaceCS
Mon Nov 18, 2024 5:19 pm
Forum: Gameplay Help
Topic: [Undone?][Space Age] Pentapod Eggs + No Enemies
Replies: 10
Views: 2297

Re: [Space Age] Pentapod Eggs + No Enemies



I see at least six rafts on your last screenshot (unless all these are wrigglers from spoiled eggs).
Rafts do drop eggs upon destruction. These are REALLY hard to spot though. And have to be picked up from the ground manually (OR through indiscriminate Deconstruction Planner usage).


How can I ...

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