mmmPI wrote: Wed Jul 29, 2026 5:48 am
When i read that, to me , it sound that space casino was not ruining your game in the slightliest, as you never ever used it, so assuming players like you, i imagine there was no need to do anything
It would not have ruined my experience anyway, but I might have gotten less fun out of experimenting with the quality mechanisms if I for example had heard the ultimate bestest way to get quality stuff is doing it with asteroids on a space ship. Instead I now made lots of different quality production setups, some horribly inefficient, distributed all over the planets.
Oh, and when I start a new game eventually, or even in this game I might just make a space quality factory just to see how good or bad it is. Probably it can't be called a space casino anymore as it is more like a space gambling den now.
To me, one is to discover the fluid voider as soon as they try to change the receipe of something that has a liquid input, more often than not i feel you don't want your fluid voided, and it can annoyingly happens, making you aware of the fluid voider mechanic. So you can even make one accidentaly lol. Maybe you didn't try to fiddle with that ?
Oh, seeing it happen and even being annoyed by it is not sufficient to really have the idea to use it later to void fluids. Both events would usually happen days, weeks or months apart, usually players memory is not perfect and having the right thought "outside the box" depends on intelligence and luck.
Also, voiding fluids is something only megafactory builders might need. Do they always need it?
Assuming Wube found out it is hard or inconvenient to fix this they could readily have accepted that since all solids can be destroyed anyway, why not fluids as well. The alternative might have been to redesign fluids, again!!
meganothing wrote: Mon Jul 27, 2026 11:49 pm
Granted. My choice of words showed it was just a guess. For me the drop belt seemed to immediately suggest the design with unfiltered collectors.
Yeah but you're already choosing here some self imposed challenge, the "no filter" on the inserter when you could just "transform" each asteroid collector into the functionnal equivalent of a miner for asteroid chunk, that output always the same type.
That isn't a self imposed challenge. It just is a different design that sets the filtering at a different spot in the pipeline. Even if your proposed design were somewhat better, that doesn't mean much, not all players will automatically flock to the most optimal design. Otherwise anyone not having used space casino previously would have as well "done a self imposed challenge".
And then build like a regular "factory" or production lane behind. That's something i saw other players doing in multiplayer games to make it simpler for themselves. And i've seen quite a lot of players sending ammo and others from Nauvis, having super simple platform.
Are the players who are sending ammo from Nauvis doing a self imposed challenge? Or do all others?
It's fairly obvious to me that space casino aren't amongst the simplest platorm. ( and also the achievements are quite telling).
The simplest platforms that send stuff from planet to planet? I agree, but I wouldn't really build a space casino for that. I had thought the space casino was something to make legendary quality.
Beside , the change happened not because the machine was easy or not to build, but rather because the reward was deemed to strong/good as far as the FFF says .
It all plays into it. An easy to implement OP solution or mechanism would be the first to be nerfed whereas a complicated mechanism that only a few players can get working would be last on any nerf list. A mechanism useful for every player would as well be nerfed first and a mechanism that is only useful for a niche application or task would be last on any nerf list. ...
I've check on steamdb, and currently Factorio is more popular than ever, apart from the spike in players during the release, the average number of online player is higher than when the game was more recent. It's a very particuliar long tail, where many other games have a very fast diminshing player base after release. If there is a multiplayer community, players share tricks lol.
Otherwise why change the space casino, when only 2% players ever made a legendary prod module ? I believe the game is intended to be balanced also for the exploits people can share around. I feel amongst those methods, the one that was the least interesting to build was kept, the fluid voider, even though devs already took steps to remove possibilities to do so that existed in the past. But the interesting challenge, the new one, in space with quality, the one that mixes all, this one, the most grandiose, was removed.
I would not have the slightest problem if the fluid voider were nerfed too. Even if I eventually got to a point where it would be convenient to use one.
But we also have listed a very possible reason why fluid voider escaped the axe. And that reason can't apply to casino. So I don't think there is any mystery at all, the probable answer to your question seems rather obvious.