Actually, I changed my mind. Promethium doesn't need a buff. Why? Because as infinite research gets researched, we need to do promethium research less and less often.
To optimize material output:
After you research level 23 research productivity, you would then research 13 levels of mining ...
Search found 276 matches
- Thu May 22, 2025 9:27 am
- Forum: Show your Creations
- Topic: The Space Anemone
- Replies: 3
- Views: 907
- Tue May 13, 2025 9:36 am
- Forum: Show your Creations
- Topic: The Space Anemone
- Replies: 3
- Views: 907
Re: The Space Anemone
Awesome design! Looks very efficient.
Too bad the promethium science doesn't scale well. It would be great to have an infinite research that scale like research productivity and that adds +10% promethium science productivity per level. Or being able to use the centrifuge/crusher to refine ...
Too bad the promethium science doesn't scale well. It would be great to have an infinite research that scale like research productivity and that adds +10% promethium science productivity per level. Or being able to use the centrifuge/crusher to refine ...
- Sat May 03, 2025 10:52 pm
- Forum: Show your Creations
- Topic: Space Platform (Ship) Index
- Replies: 6
- Views: 1438
Re: Space Platform (Ship) Index
Space platform are balanced with Space Age, which is intended to be used along the quality sub-extension, as it massively affects entities like asteroid collectors with range, arm speed, and adds many additional arms.
I'm reluctant to include ships with a different set of mod than the Space Age ...
I'm reluctant to include ships with a different set of mod than the Space Age ...
- Sat May 03, 2025 1:42 am
- Forum: General discussion
- Topic: I went back to 1.1
- Replies: 24
- Views: 2746
Re: I went back to 1.1
Sounds like you're comparing 2.0 mods with 1.1 mods, and 2.0 mods with 2.0 vanilla. The title is a bit misleading / clickbait.
The mod forum may be a good place to discuss your experience with 1.1 mods and why you miss it in vanilla.
The mod forum may be a good place to discuss your experience with 1.1 mods and why you miss it in vanilla.
- Sat May 03, 2025 1:22 am
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 9
- Views: 3058
Re: How pros approach the game?
As other may have mentioned, pro prepare offline, and they spend 50+ hours per week playing the game. It's a lot of work and effort, and it's their job.
Has my megabase too which I should be proud of. However, I am not satisfied. I am still struggling
Playing a game is not to prove something ...
Has my megabase too which I should be proud of. However, I am not satisfied. I am still struggling
Playing a game is not to prove something ...
- Tue Apr 22, 2025 9:13 am
- Forum: Show your Creations
- Topic: Space Platform (Ship) Index
- Replies: 6
- Views: 1438
Re: Space Platform (Ship) Index
Thanks Amarula for that excellent feedback. I have updated the following:
Creator name and index column (to link the post below, as I believe that the code format doesn't render html links)
Defenses
Swapped x and y for sizes
Simplified Reach column and adapted description - good idea of using ...
Creator name and index column (to link the post below, as I believe that the code format doesn't render html links)
Defenses
Swapped x and y for sizes
Simplified Reach column and adapted description - good idea of using ...
- Sun Apr 20, 2025 9:58 pm
- Forum: Show your Creations
- Topic: Space Platform (Ship) Index
- Replies: 6
- Views: 1438
Re: Space Platform (Ship) Index
I'll start by posting my ships!
Ship Name | Main mission | Tons | Size | Cruise | Avg | Cycle | Cycle | Reach | Energy | Cargo | Comb-
| | | | Speed | Speed | Mm | Time | | Source | slots | inators ...
Ship Name | Main mission | Tons | Size | Cruise | Avg | Cycle | Cycle | Reach | Energy | Cargo | Comb-
| | | | Speed | Speed | Mm | Time | | Source | slots | inators ...
- Sun Apr 20, 2025 9:56 pm
- Forum: Show your Creations
- Topic: Space Platform (Ship) Index
- Replies: 6
- Views: 1438
Space Platform (Ship) Index
This post is my humble attempt to create a list of ships (space platforms) and categorize them using standardized specifications (size, speed, reach, etc.).
There are already some space platform threads, however they're quite disorganized: behemoth ships mixed with stationary platforms, discussions ...
There are already some space platform threads, however they're quite disorganized: behemoth ships mixed with stationary platforms, discussions ...
- Sat Apr 12, 2025 9:19 pm
- Forum: Not a bug
- Topic: Inconsistent display of crafting machine ingredients (and/or outputs)
- Replies: 3
- Views: 363
Re: Inconsistent display of crafting machine ingredients (and/or outputs)
2.0.44 now allows to press SHIFT + SCROLL to scroll through the tooltip, so the "if ingredients fit into 1 line, display 1 line; if ingredients fit into 2 lines, display 3 lines" logic is much less of an issue now.
- Fri Apr 11, 2025 7:38 am
- Forum: Releases
- Topic: Version 2.0.44
- Replies: 15
- Views: 10822
Re: Version 2.0.44
Does it means that I can finally know how much power my space platform entities consume? Hurray!
Edit: I downloaded experimental and tested it, it works! Shift + scroll
04-13-2025, 10-23-03.png
Great, I'll keep that in mind while I pretend that Aquilo enemies were implemented.
Aquilo's ...
Edit: I downloaded experimental and tested it, it works! Shift + scroll
04-13-2025, 10-23-03.png
Great, I'll keep that in mind while I pretend that Aquilo enemies were implemented.
Aquilo's ...
- Sat Apr 05, 2025 8:51 pm
- Forum: Not a bug
- Topic: [2.0.43] Tree seeds always grow in the same tree type
- Replies: 2
- Views: 232
Re: Tree seeds always grow in the same tree type
I see. It looks like the yellow-ish and blue-ish trees are biome restricted, and will never be included in the random tree pool when growing from a seed.
- Sat Apr 05, 2025 12:55 am
- Forum: Not a bug
- Topic: [2.0.43] Tree seeds always grow in the same tree type
- Replies: 2
- Views: 232
[2.0.43] Tree seeds always grow in the same tree type
Tree seeds always grow in the same tree type.
In the screenshot, you can see 2 rows of planted trees. The tree types are not randomized, nor take the biome (humidity/elevation) into account to select possible tree type.
I expect it's intended and not a bug. But how would I know? So I post it here ...
In the screenshot, you can see 2 rows of planted trees. The tree types are not randomized, nor take the biome (humidity/elevation) into account to select possible tree type.
I expect it's intended and not a bug. But how would I know? So I post it here ...
- Mon Mar 31, 2025 8:01 am
- Forum: Won't fix.
- Topic: [2.0.20] Walls connecting to space
- Replies: 7
- Views: 1331
Re: [2.0.20] Walls connecting to space
Well it's (these are) a (some) very minor issue(s). Annoying to some (including me), yes, but objectively small.
Also I said I didn't know how this could be fixed... but I'll share some thoughts.
Railgun projectile hitbox can't be made smaller, as these needs to hit many asteroids for performance ...
Also I said I didn't know how this could be fixed... but I'll share some thoughts.
Railgun projectile hitbox can't be made smaller, as these needs to hit many asteroids for performance ...
- Sat Mar 29, 2025 8:12 pm
- Forum: Won't fix.
- Topic: [2.0.20] Walls connecting to space
- Replies: 7
- Views: 1331
Re: [2.0.20] Walls connecting to space
I was wondering if this would get some attention now that most major bugs has been resolved.
I think there are 2 minor issues here:
Wall connection with empty space (depend on build order)
Wall hitbox colliding with railgun target area
I think that the railgun projectile has a wide hitbox, so ...
I think there are 2 minor issues here:
Wall connection with empty space (depend on build order)
Wall hitbox colliding with railgun target area
I think that the railgun projectile has a wide hitbox, so ...
- Tue Mar 25, 2025 2:19 am
- Forum: Ideas and Suggestions
- Topic: Increase Cargo Landing Pad Throughput
- Replies: 5
- Views: 744
Re: Increase Cargo Landing Pad Throughput
Loaders / Unloaders are already in the game right? Just available in sandbox, not in Freeplay.
How about updating their name to "Landing pad unloaders", updating their graphics to space-themed and giving them a checkbox for "stack items".
For the graphics, i suggest making the back of the unloader ...
How about updating their name to "Landing pad unloaders", updating their graphics to space-themed and giving them a checkbox for "stack items".
For the graphics, i suggest making the back of the unloader ...
- Mon Mar 24, 2025 8:41 pm
- Forum: Gameplay Help
- Topic: Ho to open map without zooming out every time?
- Replies: 28
- Views: 4342
Re: Ho to open map without zooming out every time?
We're complaining that pressing M (or Tab, in my case), shortcut for "Toggle World map " opens the map view rather than a more zoomed-in view. It's doing exactly what its name suggests. Does that means that we're wrong? Not necessarily.
In vanilla Factorio, the map view was the map view: one ...
In vanilla Factorio, the map view was the map view: one ...
- Mon Mar 24, 2025 3:11 am
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 135
- Views: 41984
Re: Space Platforms
These are my 4 ships. I tried to build small-medium sized ships, all are below 400 tons. They could work with lesser quality machines and modules. My current research level is: Asteroid productivity 5, Laser weapons damage 6, Physical projectile damage 8, Stronger explosives 8, Railgun damage 3 ...
- Thu Mar 13, 2025 7:29 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 7338
Re: Unbeatable anti-cheat.
Forgive me if I'm wrong, but is this post about "hack", rather than "cheat"?
Anyone can use the in-game console to "cheat" in the game. Or, if it's about the achievements, by downloading blueprints/saves.
Of course, there is no point cheating in Factorio. Cheating in solo games is usually useful ...
Anyone can use the in-game console to "cheat" in the game. Or, if it's about the achievements, by downloading blueprints/saves.
Of course, there is no point cheating in Factorio. Cheating in solo games is usually useful ...
- Thu Mar 13, 2025 4:59 am
- Forum: Ideas and Suggestions
- Topic: Player inventory window height - 4 possible fixes
- Replies: 1
- Views: 258
Player inventory window height - 4 possible fixes
I finally crafted a legendary mech armor, which comes with +125 inventory slots. However, now the UI takes most of the screen to display 205 inventory slots, even though most of it is empty.
I haven't researched "Tool Belt". If I had, it would be even worse (215 inventory slots). I use standard ...
I haven't researched "Tool Belt". If I had, it would be even worse (215 inventory slots). I use standard ...
- Thu Mar 13, 2025 1:02 am
- Forum: Minor issues
- Topic: [2.0.15] Inconsistent character's reach range when flying in mech armor
- Replies: 6
- Views: 1003
Re: [2.0.15] Inconsistent character's reach range when flying in mech armor
When running and flying, the character pickup reach changes. I found it slightly annoying (probably in my top 5 annoying things in Factorio).
I understand that it's acceptable so far, but I hope for a fix in Space age 1.1. What would be the technical limitations to this? Maybe the personal lasers ...
I understand that it's acceptable so far, but I hope for a fix in Space age 1.1. What would be the technical limitations to this? Maybe the personal lasers ...