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uranium for militery sience packs

Posted: Sat Oct 04, 2025 11:32 pm
by Green Cat
Regadless if you hit post game (aka NOTHING is left) or if you use mods that make enemies stronger, the infinite research for any militery related (and i will include here infinite research for character HP) feels like they take ages, just dragging on <- again, you are post game, nothing left, and you just wait and wait for infinite researches OR you use a mod that makes enemies extremly strong.

And out of all the resesources, uranium is not used in any of them. Especially since the main time you use uranium is for fuel or for militery stuff.

So the suggestion is to add uranium as an ingredient for the militery research (yes, this means to remove it from research before uranium, and i know, it's so game breaking, can you even imagen if we research and can craft gun turret without military sience pack needed?). In exchange, the militery ones, will insted, either the cost to be reduced, or the effect it gives to increse... or even both? Also, new research for speeds, aka a speed level 7, if not more, that needs military packs that need uranium. Because again, i am talking about when you are done with everything, and then, it just feels like it goes on and one with everything.

Look, before giving some suggestion or why is this not a good thing: do you actually understand that i keep saying post game where there is nothing left? you are killing everything with Artillery = anything else is not needed. Heck, while farming for legendary spidertron, did you even save every last spider just because you could not bother with quality sorting? you know what happens? ah, sorry, spidertron as well as the equipment, after all, i want quality, but not GAMBLING for quality. Anyways, ideea is, by the time i had 2 legendary spidertron, i also had over 200 spidertrons, that, via blueprint, i simple copy paste them. All with shield, energy, battery, and laser. All that was left was send them around the base. I never lost not even 1 of them. Because that's how OP you are. Demolishers? did you know that the railgun infinite speed is actually for the hand gun? As in, go in front of the demolisher, and in a few seconds it's gone.... and that's assuming you are using a non quality one, because a few damage level, an epic can one hit kill a large one.

So yeah, ideea is exactly this, what i propose is for the stage where: you are so strong that you kill large demolishers via Artillery (yes, don't tell me you did not realise) manually. For Gleba and Nauvis just Artillery again, where, all gleba enemies via tesla + rockets (especially if you never clear their corpes: they will act as an wall they will rarly attack)....and same for Nauvis.... especially if you have flamethrouwers, laser, and uranium guns....

So really, there is no balance you think that my suggestion is breaking exactly because you are already OP. Yet there is still a massive gap between this level and the next, aka where you can easily kill a demolisher with your tesla gun for very fast clearing, copy paste for all the other palnets. And of course, just sending spidertrons all over due to their laser (since the gleba's 50% is just 50%) but this is exactly what i mean, we are OP end game, but to get to the next level of OP, you need a massive amount of real life time (assuming no cheating or mods) to reach.

Re: uranium for militery sience packs

Posted: Sun Oct 05, 2025 1:13 am
by mmmPI
it make no sense to start by complaining research takes ages and to suggest for this reason adding uranium to military science pack, and the rest of the post either, there is no correlation between the situation you describe "post-game" and the suggestion you make.

also quality isn't gambling. Why all those unrelated comment about quality ? Sounds like you put them in most of your unrelated suggestions, is this why you refuse to use the template ?

Re: uranium for militery sience packs

Posted: Sun Oct 05, 2025 2:52 am
by coffee-factorio
Yeah.

No.

You don't get to break the early game by sending people to mine uranium, which requires sulfur. Because you have negative feelings about the game which are pissing you off. Getting the sulfur means getting oil online and defending your first refinery.

Sorry. Edit: Defending your first refinery and seizing the land for it without military science or its upgrades. And a uranium patch, which might be kilometers away.

Re: uranium for militery sience packs

Posted: Sun Oct 05, 2025 4:44 am
by Stargateur

Re: uranium for militery sience packs

Posted: Sun Oct 05, 2025 6:13 am
by mmmPI
Stargateur wrote: Sun Oct 05, 2025 4:44 am cough cough cough
What does your "turbo belts on nauvis" mod has to do with the suggestion to add uranium to military sciene packs ?

Re: uranium for militery sience packs

Posted: Sun Oct 05, 2025 7:09 am
by Koub
mmmPI wrote: Sun Oct 05, 2025 6:13 am What does your "turbo belts on nauvis" mod has to do with the suggestion to add uranium to military sciene packs ?
It uses uranium, so it's an uranium sink for lategame.

Re: uranium for militery sience packs

Posted: Sun Oct 05, 2025 7:21 am
by mmmPI
Koub wrote: Sun Oct 05, 2025 7:09 am It uses uranium, so it's an uranium sink for lategame.
It uses uranium, i understand, but that's pretty much it to me x) Not in a science pack means it isn't going to be much of a sink in so called "post game", what are you gonna do with all those turbo belts, if you are just waiting for a research to finish and do nothing because there is nothing left to do apart from waiting the research ?

At least uranium ammo which is already in the game constitute an endless sink, the turbo belt with uranium seem like it doesn't add anything there.

Re: uranium for militery sience packs

Posted: Mon Oct 06, 2025 9:41 pm
by coffee-factorio
[Moderated by Koub : Off topic]