Search found 269 matches

by CyberCider
Mon Jun 09, 2025 10:45 am
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 15
Views: 1864

Re: Acid neutralizarion is 10x too fast.



You obviously use the method that works best. That's why balance is important so that the tradeoffs lead to varied factory designs that are actually competitive.


Indeed. And I think that currently solar and acid neutralisation are well balanced on Vulcanus: if you have spare space, build ...
by CyberCider
Sun Jun 01, 2025 6:52 am
Forum: Ideas and Suggestions
Topic: Stone bricks in the biochamber
Replies: 4
Views: 382

Re: Stone bricks in the biochamber


This makes no sense thematically. The Biochamber building represents a “Caged Pentapod”, which is being force-fed nutrients in order to perform a biological process. This is a bit of a stretch for the Oil cracking recipes, but it makes some sense.

The Furnaces’ smelting process turns Stone into ...
by CyberCider
Sat May 31, 2025 1:42 pm
Forum: Ideas and Suggestions
Topic: Stone bricks in the biochamber
Replies: 4
Views: 382

Stone bricks in the biochamber

What?
Make the biochamber able to perform the stone brick recipe.

Why?
Stone bricks can only be made in electric furnaces, which have 2 module slots and no innate productivity. This weirdly inflates their cost in the endgame because all the other intermediates have gotten large productivity ...
by CyberCider
Sun May 18, 2025 3:22 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 34
Views: 8676

Re: Ban quality modules from asteroid crushers



Yeah but your point in the first post is that it is source of infinite quality ore that's easily scalable, so i think the suggestion is not good, because it will still be possible to have infinite quality ore easily scalable.

For the scalabality, you can always duplicate platforms, but it cost ...
by CyberCider
Sun May 18, 2025 3:06 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 34
Views: 8676

Re: Ban quality modules from asteroid crushers



Yeah but your point in the first post is that it is source of infinite quality ore that's easily scalable, so i think the suggestion is not good, because it will still be possible to have infinite quality ore easily scalable.

For the scalabality, you can always duplicate platforms, but it cost ...
by CyberCider
Sat May 17, 2025 11:37 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 34
Views: 8676

Re: Ban quality modules from asteroid crushers


That would result in the same consequence no ?
Why can't i use quality for my crusher ? because other players used it to make legendary asteroid ? seem a pretty lame reason to me. When you will be able to upcycle the iron ore and copper ore instead of the asteroid will it change anything ?

I'm ...
by CyberCider
Sat May 17, 2025 10:31 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 34
Views: 8676

Re: Ban quality modules from asteroid crushers


I totally agree. This also gives more variety in how you get to high quality products. I already have to do upcycling a bunch of times, I don't see why that should have to be the solution in ALL cases. In return for having quality in crushers we get all this sweet extra complexity and interesting ...
by CyberCider
Sat Apr 26, 2025 8:33 pm
Forum: Balancing
Topic: [SA] Make small lightning rods not protecting flying robots.
Replies: 6
Views: 804

Re: [SA] Make small lightning rods not protecting flying robots.

Genius idea, it hits two birds with one stone. Love it, +1. Honestly, I would even remove the natural collector element. Make them act like the small rods, no special effects.
by CyberCider
Fri Apr 25, 2025 11:32 am
Forum: Ideas and Suggestions
Topic: Refined flammables 7+ should not require agricultural science packs
Replies: 4
Views: 371

Re: Refined flammables 7+ should not require agricultural science packs


Nauvis is the only planet where flamethrower ammo can be manufactured without importing resources from another planet or from space. One can't even fuel a flamethrower turret on Gleba without either importing oil barrels, or setting up a long and otherwise pointless production chain for coal ...
by CyberCider
Sun Apr 06, 2025 3:35 pm
Forum: Ideas and Suggestions
Topic: Make the freshness of the output of catalytic recipes depend on the freshness of the non-catalyst ingredient
Replies: 0
Views: 165

Make the freshness of the output of catalytic recipes depend on the freshness of the non-catalyst ingredient

What?

Currently, there are four biological recipes that are similar to kovarex enrichment, in that they produce a surplus of one of their input items. However, all of them have one trait in common: Their outputs are always 100% fresh.

Of course, if the outputs inherited freshness from all of ...
by CyberCider
Sat Apr 05, 2025 12:28 pm
Forum: Ideas and Suggestions
Topic: Auto purge full fluids tanks
Replies: 5
Views: 491

Re: Auto purge full fluids tanks

Not necessary at all. Every fluid in the game (that you could realistically have an unusable excess of) can be turned into a solid item. And solid items can be recycled, burned, thrown into lava, etc. You can just do that.
by CyberCider
Mon Mar 31, 2025 3:17 pm
Forum: Ideas and Suggestions
Topic: Allow quality modules with fish breeding
Replies: 1
Views: 290

Re: Allow quality modules with fish breeding

Technically I see three uses for fish breeding.
1. Quality fish
2. Mass-produce spidertrons
3. Convert nutrients into a form with long shelf-life

I’m afraid you missed one: It’s funny.

I think the science pack cost (only lime and space) makes this pretty clear. It’s a meme research that also ...
by CyberCider
Mon Mar 31, 2025 6:52 am
Forum: Balancing
Topic: The cargo wagons are too small for DLC
Replies: 21
Views: 4590

Re: The cargo wagons are too small for DLC

J-H wrote: Sun Mar 30, 2025 11:35 pm I think a quality locomotive going faster would be great!
Quality fuels already increase speed. What’s missing is braking force to make that speed more efficient. That would be a much better quality effect for locomotives, imo.
by CyberCider
Fri Mar 28, 2025 5:38 pm
Forum: Ideas and Suggestions
Topic: Quality mod, issue with Holmium ore quality.
Replies: 3
Views: 419

Re: [2.0.42] Quality mod, issue with Holmium ore quality.

You can turn every quality of ore into holmium solution, just select the correct quality level for the recipe. To dissolve uncommon holmium ore, for example, you will need to select the uncommon recipe.
by CyberCider
Mon Mar 24, 2025 8:42 am
Forum: Ideas and Suggestions
Topic: Increase Cargo Landing Pad Throughput
Replies: 5
Views: 679

Re: Increase Cargo Landing Pad Throughput

Well, first of all, I have to commend you for having such a reasonable approach to this issue. Many people are very quick to dismiss the negative consequences of adding multiple landing pads or (especially) inserters being able to extract from cargo bays. It’s refreshing to see.

But this part I ...
by CyberCider
Sat Mar 22, 2025 7:35 am
Forum: Balancing
Topic: Quality artillery is broken
Replies: 12
Views: 2613

Re: Quality artillery is broken


It doesn't fundamentally change how you use it. You still need all of the other perimeter defenses, you just don't need to haul shells as far.

What I think you and others in this thread are balking at is the quadratic nature of the coverage area increase compared to the linear benefits of all ...
by CyberCider
Fri Mar 21, 2025 5:36 pm
Forum: Balancing
Topic: Quality artillery is broken
Replies: 12
Views: 2613

Re: Quality artillery is broken


Infinite research and legendary quality is exactly where I expect things to be incredibly overpowered. What's the problem with investment into vertical scaling leading to vertical scaling?


Quality should only give things bigger numbers, it shouldn’t affect the way you use them. At least, not in ...
by CyberCider
Fri Mar 21, 2025 5:18 pm
Forum: Balancing
Topic: Quality artillery is broken
Replies: 12
Views: 2613

Re: Quality artillery is broken


I dissagrea.

I think this is hugley dependet on playstyle. I play on rail world map settings and my permiters are quit far away and with many (don't recall exactly) levels of artilery range I am still no where near being able to reach my permiiter from the center of my base (atleast not in auto ...
by CyberCider
Thu Mar 20, 2025 1:56 pm
Forum: Balancing
Topic: Quality artillery is broken
Replies: 12
Views: 2613

Quality artillery is broken

It’s the only entity in the entire game that is given the same effect by both its quality and an infinite research, so they multiply. And the result is seriously OP. It’s not hard at all to get an artillery range larger than your entire revealed map out of just one turret . Half the fun of artillery ...
by CyberCider
Mon Mar 03, 2025 5:04 pm
Forum: Ideas and Suggestions
Topic: "Retain Incompatible Modules" option on machines
Replies: 1
Views: 214

Re: "Retain Incompatible Modules" option on machines

+1

This would also be very useful for engine units. Right now you can’t cast all three ingredients of an engine unit with just one foundry, because switching to pipe casting takes out the productivity modules. I just hope this isn’t difficult to implement for some reason.

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