Search found 216 matches

by Tesse11ation
Tue Feb 11, 2025 9:00 am
Forum: Ideas and Suggestions
Topic: Change ammonia rocket fuel recipe fluid inputs
Replies: 5
Views: 582

Re: Change ammonia rocket fuel recipe fluid inputs

Fun fact, IIRC on the new fluid system, a single fluid port on any crafting machine can do a maximum of 6k fluid/second of throughput. So unless you're hitting that number consistently, per fluid input, it's not super relevant.

That being said - the new cryo plants have a whopping 8 module slots ...
by Tesse11ation
Sat Feb 08, 2025 11:04 pm
Forum: Ideas and Suggestions
Topic: [Suggestion/Comic] A Gleba productivity science would be nice
Replies: 21
Views: 2137

Re: [Suggestion/Comic] A Gleba productivity science would be nice


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Another point I couldn't fit into the comic, Vulcanus is so good at producing, well, EVERYTHING that a significant number of people would make it their hub world if it were not for the biolabs having to be on Nauvis, and Fulgora produces so many high quality byproducts ...
by Tesse11ation
Sat Feb 08, 2025 11:00 pm
Forum: Ideas and Suggestions
Topic: Allow labs to share spoilage
Replies: 8
Views: 4896

Re: Allow labs to share spoilage

You can always do this number:
02-08-2025, 16-55-35.png

You can even fit beacons in the 4 corners there.

Also, by the time you get the 5th planet's science pack, you should absolutely be using biolabs from Gleba at that point. It's 5x5 instead of 3x3, which makes it way easier to route the I/O ...
by Tesse11ation
Sat Feb 08, 2025 6:22 pm
Forum: Energy Production
Topic: 2x8 Zero-Waste Nuclear Powerplant
Replies: 4
Views: 2430

Re: 2x8 Zero-Waste Nuclear Powerplant

Updated design featuring an indicator LED, fewer combinators, lower target temperature (750), water pipes connected from one side to the other, and synchronized reactors to ensure neighbor bonus.
02-08-2025, 12-55-04.png
0eNrdfe1uXEmW3KsUCCz8hxzc/M5sbxtY7wewwGJ3sbOGAfcIQokqtQpLkZxisXvkgR7AD ...
by Tesse11ation
Sat Feb 08, 2025 4:30 pm
Forum: Ideas and Suggestions
Topic: Add "Connect To Logistic Network" To Requester Chests
Replies: 10
Views: 1623

Re: Add "Connect To Logistic Network" To Requester Chests

You can run a wire from the nearest roboport to your chest and set the roboport to "read logistic network contents" to achieve the same effect.

I could see a niche case though where you want to enable/disable via circuit network, and also enable/disable via logi network and have separate conditions ...
by Tesse11ation
Sat Feb 08, 2025 4:26 pm
Forum: Ideas and Suggestions
Topic: QOL: Time stamps for the ingame console.
Replies: 5
Views: 437

Re: QOL: Time stamps for the ingame console.


Please add UNIX time stamps to any entry in the console and let the client render those localized so we finally now when what happend.

I like to know when people connect / disconnect to my game because I often run the game idle in the background as a OP screen saver 🤣
(Watching trains doing their ...
by Tesse11ation
Sat Feb 08, 2025 4:12 pm
Forum: Ideas and Suggestions
Topic: Night vision goggles should take up 1x1 slot instead of 2x2
Replies: 4
Views: 457

Re: Night vision goggles should take up 1x1 slot instead of 2x2

Counterpoint, Factorio is a video game where you can take dozens of rocket silos, and put them into your pocket.
by Tesse11ation
Sat Feb 08, 2025 3:50 pm
Forum: Ideas and Suggestions
Topic: Night vision goggles should take up 1x1 slot instead of 2x2
Replies: 4
Views: 457

Night vision goggles should take up 1x1 slot instead of 2x2

TL;DR
Night vision goggles should take up 1x1 slot in your modular/power/mech armor, instead of 2x2.

What?
Belt immunity and portable solar panels are the only equipment in the game that take up a 1x1 armor slot. This often leads to a situation where despite having portable fission/fusion ...
by Tesse11ation
Sat Feb 08, 2025 3:40 pm
Forum: Ideas and Suggestions
Topic: Add button in toolbar to manually toggle belt immunity and NVGs
Replies: 0
Views: 186

Add button in toolbar to manually toggle belt immunity and NVGs

TL;DR
We have toolbar buttons to toggle on/off personal roboport and exoskeleton equipment. So why not also do this for belt immunity and night vision goggles?

What?
Anyone who's played Factorio to the point of getting modular armor has probably messed around with belt immunity and night vision ...
by Tesse11ation
Sat Feb 08, 2025 3:14 pm
Forum: Ideas and Suggestions
Topic: Expanded logic handling for lamp colors
Replies: 3
Views: 364

Expanded logic handling for lamp colors

TL;DR
The new display panels allow a list of up to 100 conditions to change their display, so lamps should allow a list to change their color too!

What?
I think everyone can agree that lamps are great - whether you're lighting up your factory, or futzing around with the circuit network and want ...
by Tesse11ation
Sat Feb 08, 2025 4:37 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.32] Desync when deleting pin attached to map tag in MP
Replies: 1
Views: 1539

[Rseding91] [2.0.32] Desync when deleting pin attached to map tag in MP

Hello,

I've been playing through SA with a friend of mine on a self-hosted dedicated server. The machine in question is a Proxmox VM running Windows 10 on an AMD FX-8350 and an old school Nvidia Quadro.

We had a desync when my friend deleted a pin that he had attached to a map tag. We suspect this ...
by Tesse11ation
Fri Jan 17, 2025 7:52 pm
Forum: Energy Production
Topic: 2x8 Zero-Waste Nuclear Powerplant
Replies: 4
Views: 2430

Re: 2x8 Zero-Waste Nuclear Powerplant


If you get out of power, how do you start it ? (for example, production/delivery of Fuell Cells stops)

You can't, besides manual insertion. That's how nuclear power works in this game. You could do solar or steam engine power as a backup, which is what I'm doing.

Number of steam storages is ...
by Tesse11ation
Wed Dec 25, 2024 8:13 am
Forum: Ideas and Suggestions
Topic: [Space Age] Flamethrower ammo for Gleba
Replies: 13
Views: 2873

Re: [Space Age] Flamethrower ammo for Gleba

I should also mention - flamethrowers are not necessarily just a stop-gap. You can use them from the moment you unlock them all the way until the end of the game, and as long as you keep your turrets fueled, they'll keep roasting bugs and pentapods.

Whether or not you decide to supplement them with ...
by Tesse11ation
Wed Dec 25, 2024 7:58 am
Forum: Ideas and Suggestions
Topic: [Space Age] Flamethrower ammo for Gleba
Replies: 13
Views: 2873

Re: Alternate recipe for flamethrower ammo


But how often do you actually need to do that? Not very. And for those occasions, a little manual importing won’t kill you. Even if you really want to avoid it at any cost, you could simply not use the flamethrower. You have bullets, explosives and lasers at your disposal, they’re all very ...
by Tesse11ation
Mon Dec 23, 2024 9:57 pm
Forum: Ideas and Suggestions
Topic: [Space Age] Flamethrower ammo for Gleba
Replies: 13
Views: 2873

Re: Alternate recipe for flamethrower ammo


But flamethrower ammo is only for the handheld flamethrower. How much of that could you possibly need to use? Especially on Gleba, where you don’t need to expand due to your resources running out. I don’t think adding this tiny amount of recipe bloat would be worth it. Besides, the rifle and tesla ...
by Tesse11ation
Mon Dec 23, 2024 9:32 pm
Forum: Ideas and Suggestions
Topic: [Space Age] Flamethrower ammo for Gleba
Replies: 13
Views: 2873

Alternate recipe for flamethrower ammo

TL;DR
Flamethrower fuel needs an alternate recipe for Gleba since there is no crude oil there - ideally this would be made from jelly or lubricant. Flamethrower turrets also need a locally sourced option for fuel, namely lubricant.

What?
Flamethrowers have had a complex relationship with ...
by Tesse11ation
Sat Dec 21, 2024 11:10 am
Forum: Gameplay Help
Topic: Automatically melt water regardless of quality
Replies: 14
Views: 1680

Re: Automatically melt water regardless of quality

After taking another look at your setup there, I realize you don't even have quality ice.

The best way to melt all the ice on a belt as quickly as possible is just by having enough machines and/or speed modules to keep up with ice supply. Also note that it will back up if your water gets full.
by Tesse11ation
Sat Dec 21, 2024 11:07 am
Forum: Gameplay Help
Topic: Automatically melt water regardless of quality
Replies: 14
Views: 1680

Re: Automatically melt water regardless of quality

Without circuit network logic, you won't be able to dynamically set recipes. Your best bet will then be having at least one chem plant per quality type, then using filters on splitters to route the different quality ice.

I have to ask though why you're making quality ice to begin with. It is ...
by Tesse11ation
Sat Dec 21, 2024 10:54 am
Forum: General discussion
Topic: Space Age is the worst game ever
Replies: 42
Views: 22575

Re: Space Age is the worst game ever

My mans thinks you need a Ph.D. to build a competent space platform, laugh at this user

In all seriousness though, Space Age is everything I could have ever wanted Factorio to become, plus more. Every time I've landed on a new planet, for the first time, it felt like I was playing 0.X Factorio for ...
by Tesse11ation
Sat Dec 21, 2024 10:34 am
Forum: Ideas and Suggestions
Topic: Remove telescopic recipes of big drill, biolab and heat tower
Replies: 19
Views: 1982

Re: Remove telescopic recipes of big drill, biolab and heat tower

I'm going to have to disagree with OP here. I quite like sending all my excess mining drills that I'm no longer ever going to use off to Vulcanus where they can get upgraded into big drills. That's way more fun and rewarding than recycling them into scrap.

I think this suggestion is a very good ...

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