Search found 174 matches

by jaylawl
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?
by jaylawl
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. :)
by jaylawl
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 ...
by jaylawl
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 ...
by jaylawl
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 ...
by jaylawl
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.
by jaylawl
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.
by jaylawl
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 ...
by jaylawl
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 ...
by jaylawl
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 ...
by jaylawl
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 ...
by jaylawl
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 ...
by jaylawl
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?
by jaylawl
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 ...
by jaylawl
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 :lol: :lol: :lol:
by jaylawl
Mon Dec 23, 2024 7:09 pm
Forum: Show your Creations
Topic: Space Platforms
Replies: 139
Views: 74136

Re: Space Platforms

Khazul wrote: Sun Dec 22, 2024 3:28 pm Promethium Science Ship
Thats a fantastic space platform. You clearly care not only for functionality, but also visual appeal. Great combination, great work!
by jaylawl
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 ...
by jaylawl
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 ...
by jaylawl
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 ...
by jaylawl
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?

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