Search found 349 matches
- Thu Nov 20, 2025 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Snapper in space
- Replies: 6
- Views: 363
Re: Snapper in space
It's not difficult to imagine it in the form of fantasy.
But many biologists will argue with you, there are a lot of rules and laws of compounds in chemistry and biology that will not allow such a thing to appear.
But in general, it seems to me that within the framework of optimization it is wiser ...
- Wed Nov 19, 2025 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 923
Re: Craft solid fuel in the biochamber
It very much depend what you consider consistency,
Ah, I was referring to consistency with other Space Age machines that craft vanilla recipes. When multiple vanilla recipes of the same type are in a clear chain, the machine is generally able to craft the entire chain. Here are some examples ...
- Wed Nov 19, 2025 8:23 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 923
Re: Craft solid fuel in the biochamber
I understand you say now the suggestion has nothing to do with the other players, but if you are going to bump the thread again you should probably consider wether or not the suggestion has any sense for those other players beyond your personnal appreciation of consistency :twisted: .
I thought ...
- Tue Nov 18, 2025 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 923
Re: Craft solid fuel in the biochamber
I read your words about using biochambers for the vanilla rocket fuel recipe on Nauvis, it's a big waste of nutrient to use that on Nauvis imo, because oil is infinite there, so i personnally don't think it's tempting to try and boost the productivity, and in Vulcanus it's even worse, because you ...
- Mon Nov 17, 2025 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 923
Re: Craft solid fuel in the biochamber
Really ? i don't remember that, i think the jellynut=> rocket fuel is older than their ability to crack oil.
I mean the vanilla rocket fuel recipe. The biochamber can do it with extra speed, productivity, and a more interesting design. And I think that answers your other question as well ...
- Sun Nov 16, 2025 10:13 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 923
Re: Craft solid fuel in the biochamber
I don’t think it’s against the rules to bump my own suggestion just once, right? The board has been kind of quiet lately, and I’ve always had the feeling that this post of mine was just posted at an unlucky time and got buried by other activity. Maybe it will be seen more now.
Edit: I was ...
Edit: I was ...
- Sun Nov 16, 2025 4:02 pm
- Forum: Ideas and Suggestions
- Topic: Adding More Ambient Life and Character Animations to Factorio
- Replies: 1
- Views: 228
Re: Adding More Ambient Life and Character Animations to Factorio
Fun fact, you can actually hear an occasional bird sound when in an area with a good amount of trees. This was added in 2.0
- Sat Nov 08, 2025 12:28 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8753
Re: Make promethium spoil, and quickly
I cant help but think... that factorio is a sandbox game? if you dont like a stratery that is only in the post-game, that doesnt completely break balance - dont use it? you still need a massive ship to do said belt storage, its not like you can plop down 50 belts and store hundreds of promethium ...
- Sat Nov 08, 2025 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8753
Re: Make promethium spoil, and quickly
If it ever was the case (and I sort of vaguely remember that it might have been), it was before the full release of Space Age, and we had only heard of it from playtesters.juliawtapp wrote: Sat Nov 08, 2025 9:38 am when was this? I can't find any mention in the changelogs of promethium science packs ever having had spoil time.
- Fri Nov 07, 2025 8:56 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8753
Re: Make promethium spoil, and quickly
I disagree it's fairly well explained by several players that they enjoy doing it, that's one point, allowing various build, instead of having only one way to try and min-max, there are different concepts that can be weighted against each other when discovering the game. You say yourself that some ...
- Thu Nov 06, 2025 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8753
Re: Make promethium spoil, and quickly
Which dark necromancer summoned this year old thread from the depths of the underworld? Are you celebrating its anniversary?
Anyway, when I had made this thread, I didn’t quite have a full understanding of space platform mechanics, because at the time Space Age had only released recently. I made it ...
Anyway, when I had made this thread, I didn’t quite have a full understanding of space platform mechanics, because at the time Space Age had only released recently. I made it ...
- Thu Oct 30, 2025 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Default to ice platform + concrete when first arriving on Aquilo
- Replies: 6
- Views: 632
Re: Default to ice platform + concrete when first arriving on Aquilo
Actually, foundation can’t be placed anywhere on AquiloNemoricus wrote: Thu Oct 30, 2025 2:40 pm Foundation
Hazard concrete, refined concrete, refined hazard concrete
- Thu Oct 30, 2025 3:22 pm
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 10
- Views: 954
Re: Early game quality balance
I tried that, and I was not successful. My general approach is to use productivity modules and speed beacons as much as possible to reduce factory size and input requirement. Not very early game, but starting with mid game. Less input requirement means mines last longer, which is important for ...
- Thu Oct 30, 2025 7:04 am
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 10
- Views: 954
Re: Early game quality balance
Quality largely not being accessible early on makes complete sense to me. It’s simply very strong, even without epic and legendary unlocked. I mean, you must keep in mind that quality is mostly a megabase oriented mechanic. Of course it doesn’t really have much purpose in a run to beat the game ...
- Wed Oct 22, 2025 5:42 am
- Forum: Ideas and Suggestions
- Topic: Upgrade planer's setting to change via a global "meniu"
- Replies: 1
- Views: 202
Re: Upgrade planer's setting to change via a global "meniu"
There’s already a way to solve your problem: Put your blueprints in a book, create a copy of that book, then apply your upgrade planner to that book.
- Sun Oct 19, 2025 12:04 pm
- Forum: Ideas and Suggestions
- Topic: Turret's target priority, do not fire at
- Replies: 8
- Views: 820
Re: Turret's target priority, do not fire at
If it already works, then why make a suggestion? And I have already seen it used on biter spawners.
- Thu Oct 16, 2025 11:51 am
- Forum: Ideas and Suggestions
- Topic: End game research for promethium. Techs to boost all planets resources
- Replies: 16
- Views: 1833
Re: End game research for promethium. Techs to boost all planets resources
In vanilla, the Rocket silo is fairly early in the purple/yellow tech tree. I generally consider most of purple/yellow science tech to be post-game.
Well, I prefer to stick to the definition: Something is postgame if beating the game is a requirement for obtaining it. But I do understand your ...
- Thu Oct 16, 2025 5:45 am
- Forum: Ideas and Suggestions
- Topic: End game research for promethium. Techs to boost all planets resources
- Replies: 16
- Views: 1833
Re: End game research for promethium. Techs to boost all planets resources
It wasn’t postgame though, just endgame. It didn’t require space science.h.q.droid wrote: Thu Oct 16, 2025 5:18 am I'd suggest something like the spidertron. It was also post-game content that is cool but not necessary.
- Wed Oct 15, 2025 9:13 am
- Forum: Ideas and Suggestions
- Topic: End game research for promethium. Techs to boost all planets resources
- Replies: 16
- Views: 1833
Re: More use for Prometium science
It would be nice if there would be more tech, or some of the infinite tech would start using this at some point.
Just to make it more usefull to actually get it. Its a bit bland now, only used for research productivity.
Maby do it like the damage upgrades, after level 15 make it so it starts ...
- Sat Oct 11, 2025 8:16 am
- Forum: Balancing
- Topic: Make Lamp in Electromagnetic Plant
- Replies: 34
- Views: 3090
Re: Make Lamp in Electromagnetic Plant
It’s already a thing, small poles can be crafted in the EMP. Just to complete the suite of power poles.computeraddict wrote: Fri Oct 10, 2025 8:27 pm We can automate wood production in vanilla now, so... why not? It'd give a boost to one of silliest possible items to grind legendary for. (The other being burner miners, of course.)