Search found 73 matches

by KuuLightwing
Sat Nov 16, 2024 10:54 am
Forum: General discussion
Topic: feedback on spaceships after making it to the edge
Replies: 4
Views: 645

Re: feedback on spaceships after making it to the edge

I feel like the big issue is that the victory ship is essentially useless once you "win", as you need a completely different design for prometheum farming. Just getting to solar system edge grants no benefits at all (and whether prometheum science is exciting or not is also a bit of a ques...
by KuuLightwing
Fri Nov 15, 2024 5:45 pm
Forum: General discussion
Topic: No new recipes for making bricks?
Replies: 1
Views: 251

Re: No new recipes for making bricks?

At least there's new concrete recipe that finally doesn't need iron ore. If only refined concrete could also be like this.
by KuuLightwing
Fri Nov 15, 2024 3:19 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 41
Views: 5695

Re: Friday Facts #437 - Cargo Pod Deep Dive

It's solveable by the player though. Have the platform in a state where it must not unload :) You can achieve that by setting a schedule from Nauvis (unload checked, wait condition science packs < 200) to Nauvis (unload not checked, wait condition science packs > 200). Only works with stationary pl...
by KuuLightwing
Fri Nov 15, 2024 1:17 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 26
Views: 3072

Re: Feels like certain changes were made to the game 'just because'

A reminder that these are for the first time players first and foremost β€” I guess Wube noticed that too few people were playing the demo / tutorial scenarios first, and instead jumping straight into freeplay ? I have my doubts that they are all that beneficial for new players either. And not convin...
by KuuLightwing
Fri Nov 15, 2024 12:11 pm
Forum: News
Topic: Friday Facts #437 - Cargo Pod Deep Dive
Replies: 41
Views: 5695

Re: Friday Facts #437 - Cargo Pod Deep Dive

I thought it will touch more on gameplay aspects when I saw the title. Biggest gripe is I really feel like we should be able to set minimum payload size for orbital drops so that it doesn't send 1000 pods of 1 science over just sending 5 pods with 200 science or so. And contrariwise the rockets deli...
by KuuLightwing
Wed Nov 13, 2024 5:03 pm
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 26
Views: 3072

Re: Feels like certain changes were made to the game 'just because'

Yea, I also agree that often times trigger tech introduced more friction than benefit for me, like having to extract oil before building refineries and so on. Especially when you need to do a specific thing on a different planet like with nuclear reactor research. If you want steam turbines, you nee...
by KuuLightwing
Wed Nov 13, 2024 4:42 pm
Forum: General discussion
Topic: Aquilo feedback
Replies: 5
Views: 790

Re: Aquilo feedback

I just finished the game. And let me start off by saying that I loved Aquilo. The heating mechanic causes you to revisit how you do a lot of things instead of just being a copy&paste from previous planets. All planets do this in some way or another, but Aquilo is best at it. And I love that. HO...
by KuuLightwing
Wed Nov 13, 2024 3:53 pm
Forum: General discussion
Topic: Aquilo feedback
Replies: 5
Views: 790

Aquilo feedback

Aquilo doesn't sit right for me. I liked all other planets, even Gleba, but with Aquilo there's several things that rub me the wrong way. First of all, some annoyances: - 5x bot energy drain means that building anything with bots becomes much slower, as they drain even a pretty decent suit (Q3 mech ...
by KuuLightwing
Mon Nov 11, 2024 10:18 pm
Forum: General discussion
Topic: Certain tech tree dependencies and trigger tech issues in Space Age
Replies: 1
Views: 307

Re: Certain tech tree dependencies and trigger tech issues in Space Age

Oh, found another anomaly. Is there a particular reason why railgun shooting speed needs cryo science, and railgun damage does not, and needs agri science instead?
by KuuLightwing
Sun Nov 10, 2024 4:40 pm
Forum: General discussion
Topic: Certain tech tree dependencies and trigger tech issues in Space Age
Replies: 1
Views: 307

Certain tech tree dependencies and trigger tech issues in Space Age

I'm at Aquilo currently, and across my playthrough I had some friction with trigger techs, and some dependencies in the tech tree that do not make for smooth game experience. First of them is oil. I'm not a fan that you need to mine oil first before you can do anything with it. It's a minor thing, b...
by KuuLightwing
Sun Nov 10, 2024 1:32 pm
Forum: General discussion
Topic: Dissapointed Space Age doesn't do Space correctly
Replies: 21
Views: 1825

Re: Dissapointed Space Age doesn't do Space correctly

No need to bring up Star Citizen lol, that's the whole other story. Also, in what games spaceships are "much more unrealistic" and what metrics are you using? Factorio space platforms strictly speaking don't even go anywhere, there's no 3D or even 2D space they navigate. How is that more r...
by KuuLightwing
Sun Nov 10, 2024 11:47 am
Forum: General discussion
Topic: Dissapointed Space Age doesn't do Space correctly
Replies: 21
Views: 1825

Re: Dissapointed Space Age doesn't do Space correctly

I do find platforms a bit of a weak side of the DLC. Building a functional platform is interesting enough, but the whole aspect of space travel feels rather underwhelming. I don't even mean realism, I didn't expect it to be realistic at all, but I think even if we had some animations for departure/a...
by KuuLightwing
Fri Oct 11, 2024 12:13 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 35849

Re: Friday Facts #432 - Aquilo

doktorstick wrote: ↑Fri Oct 11, 2024 12:01 pm To jumpstart it. Same reason why in the north, we plug in our cars even though the engine gets hot enough to sustain itself once running.
Engines are a bit different from electric heaters. They have a lot of mechanical components, friction, lubricants and so on. Heater could be just a coil.
by KuuLightwing
Sun Sep 29, 2024 8:49 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41618

Re: Friday Facts #430 - Drowning in Fluids

In my games, I usually ended up with solid-trains that were two engines and four wagons, and liquid-trains that were only two or even one wagon long. The fluids were always more dense, for the recipes. I even did far away nuclear-steam-powered outposts, with a single solar panel to jump-start them ...
by KuuLightwing
Sat Sep 28, 2024 4:31 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41618

Re: Friday Facts #430 - Drowning in Fluids

That's a good and valid sentiment, but making them more difficult by way of a completely full pipe magically being unable to provide even a trickle after 250 tiles feels just ass. To be frank, as a nerf to flamethrowers that's just not going to work. They are so powerful for reasons unrelated to re...
by KuuLightwing
Sat Sep 28, 2024 2:50 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41618

Re: Friday Facts #430 - Drowning in Fluids

If the same approach was used in relation to trains. Old train network was not intuitive and sometimes frustrating to work with, especially when it comes to signals. It also can cause deadlocks which are hard to visualize and debug. So we decided to remove moving trains, and train network now just t...
by KuuLightwing
Fri Sep 27, 2024 3:54 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41618

Re: Friday Facts #430 - Drowning in Fluids

You don't need to pump directly from a fluid wagon into a tank any more, you can just place pipes and put your tank elsewhere. So you can very easily use three fluid wagons on one side of a train. In hindsight I should not have used my 0.17 base to demonstrate these features. That was a mistake. I ...
by KuuLightwing
Fri Sep 27, 2024 3:12 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41618

Re: Friday Facts #430 - Drowning in Fluids

I looked at several vanilla megabases and none of them even came close to needing 12k/s. Because of how the old system worked, even placing a single pipe entity would halve the throughput to 6k/s, and placing more would make it even lower. You only need quality pumps if you are trying to feed quali...
by KuuLightwing
Fri Sep 27, 2024 3:07 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41618

Re: Friday Facts #430 - Drowning in Fluids

I just wanna say LOL at all the people who are crying over this new system and now defending the old system. "It's a little quirky but can be managed." The old system literally doesn't work. Random machines get starved. Pipes randomly stop flowing. And they're sensitive to placement order...
by KuuLightwing
Fri Sep 27, 2024 2:36 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41618

Re: Friday Facts #430 - Drowning in Fluids

I think a lot of commenters are conflating realism with good game design and I would argue against that. If I wanted realism, I’d get a job as a process engineer. I think a lot of people conflate the dislike of this design as wanting realism, while I don't think many actually presented it this way....

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