Search found 174 matches
- Fri Dec 27, 2024 11:45 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: [SA] Environmental-unfriendly Gleba
- Replies: 2
- Views: 1899
Re: [SA] Environmental-unfriendly Gleba
This is beautiful - how did you do this? Just with insane artillery range?
- Fri Dec 27, 2024 11:41 am
- Forum: Combinator Creations
- Topic: Feeback on my Fulgora recycling plant?
- Replies: 2
- Views: 2356
Re: Feeback on my Fulgora recycling plant?
I am not sure exactly what's going on in your creation (still on my first coffee), but please indulge me just giving you the feedback that its a good creation if it does what you want it to do. 
- Fri Dec 27, 2024 11:32 am
- Forum: Combinator Creations
- Topic: Multi-liquid train unloading station
- Replies: 2
- Views: 2700
Multi-liquid train unloading station
I have made my own multi liquid unloading station for 1-4 trains. Technically it uses 4 stations right behind each other, because i dont use wildcards in my train unloading stations - which is something other people do as far as i have understood?
Anyways, this works well and the cycle is simple ...
Anyways, this works well and the cycle is simple ...
- Thu Dec 26, 2024 1:55 pm
- Forum: General discussion
- Topic: Is active pollution sinking worth it?
- Replies: 27
- Views: 7618
Re: Is active pollution sinking worth it?
Correct me if i'm wrong but in order to have your first biters spawners you need to capture some wild nests. Thus if you kill all biters and relegate them to a distant corner of the map, you will have to go to such corner to capture them, and then establish a needlessly long logistic supply of ...
- Thu Dec 26, 2024 11:03 am
- Forum: General discussion
- Topic: What's your interplanetary logistics and Space Platform strategy?
- Replies: 22
- Views: 17590
Re: What's your interplanetary logistics and Space Platform strategy?
Hey, i think this a great topic idea. And merry christmas.
Most of my space logistics are in a state of "it just works for now", a.k.a. spaghetti.
What i have figured out for myself though is that i really like to use dedicated, manually loaded rocket silos. (for example: https://forums.factorio ...
Most of my space logistics are in a state of "it just works for now", a.k.a. spaghetti.
What i have figured out for myself though is that i really like to use dedicated, manually loaded rocket silos. (for example: https://forums.factorio ...
- Wed Dec 25, 2024 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Show planet art in the background below space platforms while in orbit
- Replies: 32
- Views: 8701
Re: Show planet art in the background below space platforms while in orbit
I'm gonna go ahead and allege that the developers wanted to add this, but couldn't figure out a good way to do it.
I tried the mod that does this and... it doesn't really blend in properly quite yet. Very torn here.
I tried the mod that does this and... it doesn't really blend in properly quite yet. Very torn here.
- Tue Dec 24, 2024 11:36 pm
- Forum: Ideas and Suggestions
- Topic: Edit Upgrade/Deconstruction Planners from remote view
- Replies: 2
- Views: 829
Re: Edit Upgrade/Deconstruction Planners from remote view
+1. Also have to battle with this often. This feels like a natural addition to the game.
- Tue Dec 24, 2024 8:02 pm
- Forum: Duplicates
- Topic: [2.0.28] Inconsistent lamp colors
- Replies: 1
- Views: 396
[2.0.28] Inconsistent lamp colors
PC, steam, windows 10.
Issue:
Despite identical RGB settings, lamps produce different colors depending on whether the RGB is set directly or controlled by the circuit network.
inconsistentColors.png
0eNrtVm1rwyAQ/i/32Y7EzLQJ7JeUEkzrOsFopqZdKfnvO01H99omH1YYjEByOfWeR5 ...
Issue:
Despite identical RGB settings, lamps produce different colors depending on whether the RGB is set directly or controlled by the circuit network.
inconsistentColors.png
0eNrtVm1rwyAQ/i/32Y7EzLQJ7JeUEkzrOsFopqZdKfnvO01H99omH1YYjEByOfWeR5 ...
- Tue Dec 24, 2024 7:58 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 23898
Re: Quality seeds -> full quality line on Gleba
This is not true.
* Set an assembly plant's [common] recipe for Rare pipes.
* Feed Rare iron into Assembly plant.
* Get Rare pipes 100% of the time.
You need to jump-start with rare iron, which is gotten randomly but, once you have material, quality production is easy.
Yeah, of course. But at ...
- Tue Dec 24, 2024 6:48 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 23898
Re: Quality seeds -> full quality line on Gleba
It seems that, currently, quality on Gleba is strictly percentage-chance.
All quality production is based on chance. If quality seeds would yield quality produce, you would instantly have infinite quality produce, because the chance would be taken out of the equation. This should not be added ...
- Tue Dec 24, 2024 6:40 pm
- Forum: Gameplay Help
- Topic: My first attempt a designing a ship any feedback
- Replies: 6
- Views: 1984
Re: My first attempt a designing a ship any feedback
it does work but i was wondering if there was a way to make it more efficient because the turrets sometimes run out of ammo
Good job on having your first design work out!
Turrets running out of ammo can be fixed by two things:
1. Make the ship slower
2. Increase ammo production
You can also ...
- Tue Dec 24, 2024 2:38 pm
- Forum: Duplicates
- Topic: [2.0.28] Quality modules accepted for fluid recipes
- Replies: 1
- Views: 327
[2.0.28] Quality modules accepted for fluid recipes
TLDR:
Certain recipes that only output fluids allow usage of quality modules.
I noticed this on:
- molten copper / iron from ores
- sulfuric acid
- ice melting
- holmium solution
These recipes exclusively output liquids, which cannot have quality.
While it is a mere inconsistency for experienced ...
Certain recipes that only output fluids allow usage of quality modules.
I noticed this on:
- molten copper / iron from ores
- sulfuric acid
- ice melting
- holmium solution
These recipes exclusively output liquids, which cannot have quality.
While it is a mere inconsistency for experienced ...
- Tue Dec 24, 2024 2:19 am
- Forum: Gameplay Help
- Topic: My first attempt a designing a ship any feedback
- Replies: 6
- Views: 1984
Re: My first attempt a designing a ship any feedback
Put your blueprint data within [ bp ] tags.
What kind of feedback are you looking for? Does it all work?
What kind of feedback are you looking for? Does it all work?
- Mon Dec 23, 2024 9:47 pm
- Forum: Ideas and Suggestions
- Topic: A weaker, non-spoilable Nutrient to kickstart Gleba
- Replies: 10
- Views: 7505
Re: A weaker, non-spoilable Nutrient to kickstart Gleba
Are Biochambers using "microorganisms" to do stuff? Biochambers are just a jar with a Wriggler inside; that's why they require an egg. The nutrients are their food. Even if you're making use of gut bacteria in a Wriggler, those bacteria still rely on the Wriggler to be alive. So it's the Wriggler ...
- Mon Dec 23, 2024 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Add a toggle to disable the jetpack
- Replies: 11
- Views: 3220
Re: Add a toggle to disable the jetpack
+ an achievement for getting run-over by a train because you forgot to turn the jetpack on again

- Mon Dec 23, 2024 7:09 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 139
- Views: 74136
Re: Space Platforms
Thats a fantastic space platform. You clearly care not only for functionality, but also visual appeal. Great combination, great work!
- Mon Dec 23, 2024 7:04 pm
- Forum: General discussion
- Topic: Missing tech discussion
- Replies: 9
- Views: 1964
Re: Missing tech discussion
1. Someone pointed out a while back that it would make sense to get a cryogenics tech from Aquilo to create chests that would slow spoilage.
2. An overall series of researches to slow spoilage slightly might do well as well.
A couple of days ago i had my mouse hovering over the "install now ...
- Mon Dec 23, 2024 10:53 am
- Forum: General discussion
- Topic: Let us make WUBE cringe...
- Replies: 7
- Views: 1777
Re: Let us make WUBE cringe...
You can use the Logistic Group Combinator mod to transmit Signals anywhere, regardless of Surface and with unlimited “Channels”. This is more powerful than the Radar Transmission Network feature which has only a red/green option.
Of course, we can do anything with mods. I might even be able to ...
- Mon Dec 23, 2024 10:45 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 433
- Views: 147449
Re: Gleba has killed the game for me.
I was initally heavily frustrated by Gleba due to the combination of radically different mechanics and extreme pressure from the pentapods. Both was just too much, but i also felt like i did something wrong in regards to the pentapods. For the longest time i did not have artillery, rocket turrets ...
- Sun Dec 22, 2024 10:21 pm
- Forum: General discussion
- Topic: My feedback about Space Age
- Replies: 21
- Views: 5779
Re: My feedback about Space Age
Different question about your base: you said in the OP that upon installing Space Age your base ran at 6 UPS. What was the UPS of your massive base before Space Age?