Search found 328 matches

by CyberCider
Tue Sep 23, 2025 3:31 pm
Forum: Ideas and Suggestions
Topic: Recipe For Spoilage/Nutrients From Wood
Replies: 9
Views: 542

Re: Recipe For Spoilage/Nutrients From Wood


Currently, the Biochamber has limited utility outside of Gleba, at least compared to the Foundry and the Electromagnetic Plant, and a major reason is that it requires Nutrients.


This is a flawed comparison. Gleba’s “power building” is the biolab, not the biochamber.

And the reason for ...
by CyberCider
Tue Sep 16, 2025 8:37 am
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 19
Views: 4131

Re: Increase cargo size for Legendary Cargo Wagons and Fluid Wagons

juliawtapp wrote: Tue Sep 16, 2025 8:07 am On that note, maybe quality train locomotives could accelerate a bit faster and have a slightly higher top speed, too.
This is already provided by quality fuel. But I think braking force would be more useful anyway. It’s actually quite important for throughput.
by CyberCider
Sat Sep 06, 2025 11:56 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken.


This isn’t about what people switch to, but what’s optimal. And practicality/ease of use/simplicity is not a real measure of efficiency in Factorio, and ...
by CyberCider
Fri Sep 05, 2025 1:24 pm
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 1290

Re: Demolisher sizes as weapon tech gates


Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack those.


You know what, you’re right. This ...
by CyberCider
Fri Sep 05, 2025 12:52 pm
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 1290

Re: Demolisher sizes as weapon tech gates


I'm more inclined for giving different rewards for killing them with different ways.


I feel like Vulcanus of all planets is really not in need of any more rewards. The planet is plenty rewarding, to the point where it feels too easy and boring. Like it’s rewarding you for nothing, just giving ...
by CyberCider
Fri Sep 05, 2025 8:40 am
Forum: General discussion
Topic: it's been almost a year, can we please get more?
Replies: 3
Views: 822

Re: it's been almost a year, can we please get more?

This isn’t a live service game, it won’t keep getting bloated for eternity. The game is pretty much complete, the devs are moving on to another project. There will be at least one more version, 2.1, which will possibly have some additional content, but nothing large or drastic. If you want “more ...
by CyberCider
Fri Sep 05, 2025 8:36 am
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 1290

Re: Demolisher sizes as weapon tech gates

crimsonarmy wrote: Thu Sep 04, 2025 9:45 pm I like the idea, but the way to implement it seems lacking.
I agree it’s not very clean. The problem is that unlike the space platform, the engineer has access to every damage type since Nauvis. So it’s impossible to simply lock things behind damage types the way asteroids do it.
by CyberCider
Thu Sep 04, 2025 5:05 pm
Forum: Balancing
Topic: Demolisher sizes as weapon tech gates
Replies: 13
Views: 1290

Demolisher sizes as weapon tech gates

Currently medium, and even large demolishers can be killed using the same methods as small demolishers but scaled up. This leaves them feeling kind of static and detached from the game’s progression, despite being huge and imposing and one of the only interesting things Vulcanus has going on. But ...
by CyberCider
Thu Sep 04, 2025 11:25 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


Has it occurred to you that this is a VERY NEGATIVE feedback loop? With vanilla upcycling unclogging means you need to destroy some of the high quality stuff you spent a lot of effort making.


The unclogging thing is a logistical concern, not a material concern. The quantities that need to be ...
by CyberCider
Wed Sep 03, 2025 8:47 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


Well, why would try I Gleba with it's 15000 HP enemies instead of the big mining drill. Particularly if you're worried about UPS. Because every chunk is going to be interacting with spores. So if you push it far enough, you're bound to be in a tight spot when you go to scale that up.


Apparently ...
by CyberCider
Tue Sep 02, 2025 8:23 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


It appears to me that those are not mods that ban quality modules in crushers, but only for the reprocessing receipe.


It’s the same intention, just poorly executed. And the first mod, “no quality cheesing”, actually did implement this in an update, it’s just poorly documented.


:roll ...
by CyberCider
Tue Sep 02, 2025 7:14 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


Can you link anything ?


https://mods.factorio.com/mod/no-quality-cheesing
https://mods.factorio.com/mod/Rocs-Hardcore-Space-Tweaks

These are the two I know of. Note that while the second mod is a dedicated “hardcore” mod, that’s definitely not just because of the asteroid quality nerf. Its ...
by CyberCider
Tue Sep 02, 2025 5:49 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


I'm of the opinion that one should not need much effort to get some infrastructure after legendary. Vanilla Factorio's post-victory game is very grindy and repetitive. Quality seems to be intended as an extension of that. As a result, many players simply stay away from it because how unrewarding ...
by CyberCider
Tue Sep 02, 2025 1:48 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


The same! Asteroid shuffling is an amazing design that necessitates multiple iterations of the optimal strategy:


I admire and respect the amount of effort and thought you’ve put into your run, I really do. But surely you understand that the vast majority of “space casino” users never use it at ...
by CyberCider
Mon Sep 01, 2025 5:48 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


Blue undergrounds are fast but you have to first put gears into those foundries (and somehow recycle them into something useful later), which will eventually bottleneck the setup. Of course, neither can hope to compete with asteroid cycling for iron ore.


I find that kind of hard to believe. The ...
by CyberCider
Mon Sep 01, 2025 3:03 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


You're right about the comment on the recycler tax, and the game just not handling the idea well. The repeated divisions by 4 hit an item which is clearly not being multiplied by 4, so you're always losing something. More often than not you're penalized for being creative.


Well, of course you ...
by CyberCider
Mon Sep 01, 2025 1:27 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


I agree with the recipes you mentioned being interesting, but right now the game is ill-equipped for them. I've tried underground pipe casting on Vulcanus but in the end it's still inferior to ore upcycling plus importing the ore in terms of UPS / throughput.


This doesn’t sound right. At which ...
by CyberCider
Sun Aug 31, 2025 7:58 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


If you think so, why is that so hard to agree when i say "grenade-upcycler" is bad compared to other methods that aren't even considered exploits ?


Well, “bad” is a relative term. I would call it mediocre, because there are certainly methods that are a lot worse than it (and this is my opinion ...
by CyberCider
Sun Aug 31, 2025 7:20 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


I believe you have hard time agreeing with me, or anyone else if they ever contradicted you at some point, so i'm going to assume it was your best attempt at agreeing there, it wasn't very explicit but you do not contradict the statement.


I wasn’t agreeing or disagreeing, I was just explaining ...
by CyberCider
Sun Aug 31, 2025 5:48 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33754

Re: Ban quality modules from asteroid crushers


To me the whole point was to explain to you that when you recycle grenades you get back the component on the proper ratio, it's easy, whereas it's a little more complex if you want to try space coal, because you either have to mix the recipe between basic crushing and advanced crushing to get a ...

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