Search found 283 matches
- Mon Nov 03, 2025 4:29 pm
- Forum: Gameplay Help
- Topic: Question about farming legendary asteroids
- Replies: 7
- Views: 786
Re: Question about farming legendary asteroids
Legendary asteroids are going to benefit greatly from asteroid productivity. On paper, the amount of asteroids you get is going to be pretty small and if you benchmark it you won't be much better off for going for that method instead of say, a mill strategy with a really good productivity bonus from ...
- Mon Nov 03, 2025 3:02 pm
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 13
- Views: 1424
Re: Why is the Quality mod required for Space Age?
How does the recycler give you nutrients in a way that is not available otherwise?
It creates spoilage but that already happens anyway so it doesnt add anything there.
This is "how Coffee's brain works". There's an indirect route to nutrients that goes jelly->iron bacteria 10%, spoilage. If I ...
- Sun Nov 02, 2025 12:21 pm
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 13
- Views: 1424
Re: Why is the Quality mod required for Space Age?
A recycler works like a void if you don't have quality. You could remove the entire thing, and still play Space Age. The only thing that directly affects other than quality is a alternate way of getting nutrients.
Isn't the recycler literally required to get resources on Fulgora?
Yeah, I ...
- Sat Nov 01, 2025 10:55 pm
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 31
- Views: 2976
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
The point where it starts to make sense is at a point in the game where a player can dispose of the asteroids in a way other than tossing them, which starts at Fulgora with a recycler but is practical at Vulcanus with rerolls.
I guess my point was kind of lost -- the idea was since I'm already ...
- Sat Nov 01, 2025 5:51 pm
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 31
- Views: 2976
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
I'm always flabbergasted how much emphasis people put on quality collectors. My own experience is even with the common ones, I'm still voiding more asteroids than I actually use.
And find quality turrets to be actively worse than common ones, outside of a few specialized situations: wider range ...
- Sat Nov 01, 2025 3:20 pm
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 13
- Views: 1424
Re: Why is the Quality mod required for Space Age?
A recycler works like a void if you don't have quality. You could remove the entire thing, and still play Space Age. The only thing that directly affects other than quality is a alternate way of getting nutrients.
- Fri Oct 31, 2025 5:41 pm
- Forum: Gameplay Help
- Topic: Land Mine Question
- Replies: 4
- Views: 349
Re: Land Mine Question
:lol:
That isn't untrue. It mainly effects early game, when you're resource starved. It also affects starts that go to Gleba first.
There's every second after you get enough resources. If you go to Vulcanus first, you can do a odd combo like basic liquifaction or coal liquifaction for sulfur ...
That isn't untrue. It mainly effects early game, when you're resource starved. It also affects starts that go to Gleba first.
There's every second after you get enough resources. If you go to Vulcanus first, you can do a odd combo like basic liquifaction or coal liquifaction for sulfur ...
- Fri Oct 31, 2025 12:10 pm
- Forum: Gameplay Help
- Topic: Land Mine Question
- Replies: 4
- Views: 349
Re: Land Mine Question
They work and stompers are segmented, so if there's a segment in a AOE they'll take extra damage. Bonus damage has to be balanced against the fact they are a static defense. Even if a landmine does say, 3K damage that's 5+ mines going off for a kill on the worst stompers. That's quite a bill in ...
- Fri Oct 31, 2025 2:02 am
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 13
- Views: 1424
Re: Why is the Quality mod required for Space Age?
You don't need quality. The main thing you need to do is govern your speed, but you can reach the end game screen without quality being a part of your factory. Runtime was 92 hours for that game... although if I'm being honest I had two upcycler's running on the deck of that ship for a few hours ...
- Fri Oct 24, 2025 5:31 pm
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 31
- Views: 2976
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
I've tried it both ways.
With the "go for max" strategy what I ran into was that I'd be designing for a factory so powerful the standardization I'd do between levels just wouldn't hold, so I'd have to be implementing normal factories and max factories for a period of time. So my gap wasn't at the ...
With the "go for max" strategy what I ran into was that I'd be designing for a factory so powerful the standardization I'd do between levels just wouldn't hold, so I'd have to be implementing normal factories and max factories for a period of time. So my gap wasn't at the ...
- Thu Oct 23, 2025 12:46 am
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 65
- Views: 10810
Re: Quality should increase train wagons capacity.
I form a loop and have an arbitrarily large number of trains. Why are you measuring the throughput of trains rather than tracks. In magical ideal fairyland (what my initial comment was about), endpoints don't matter and width is what is relevant.
It's usually a technical foul to invoke fairy ...
- Wed Oct 22, 2025 3:21 am
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 65
- Views: 10810
Re: Quality should increase train wagons capacity.
Just noting for anyone who isn't aware:
Trains are a couple orders of magnitude higher throughput over belts when running at max speed (theoretically); the bottleneck that everyone is talking about is loading/unloading (specifically trains getting into and out of the station).
I did benchmark ...
- Thu Oct 09, 2025 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Fifo chest
- Replies: 24
- Views: 2011
Re: Fifo chest
A fifo chest probably isn't what you want.
You can reverse a sequence of items just by loading from one chest to another.
So this looks like it works:
Screenshot 2025-10-08 194800.png
"Making a queue from 2 stacks" is considered an interview question in CS, and part of that algorithm is that ...
You can reverse a sequence of items just by loading from one chest to another.
So this looks like it works:
Screenshot 2025-10-08 194800.png
"Making a queue from 2 stacks" is considered an interview question in CS, and part of that algorithm is that ...
- Tue Oct 07, 2025 12:30 am
- Forum: Ideas and Suggestions
- Topic: quality rebalanced
- Replies: 3
- Views: 616
Re: quality rebalanced
Ran a quality focused game, based on the idea of quality ASAP. The play is run like this: Science on infinite research is done by the thousand.
So once you unlock those, you're guaranteed the cost of the science in parts on one component line if you put in quality modules on the plate manufacturing ...
So once you unlock those, you're guaranteed the cost of the science in parts on one component line if you put in quality modules on the plate manufacturing ...
- Mon Oct 06, 2025 9:41 pm
- Forum: Ideas and Suggestions
- Topic: uranium for militery sience packs
- Replies: 7
- Views: 623
Re: uranium for militery sience packs
[Moderated by Koub : Off topic]
- Sun Oct 05, 2025 7:35 pm
- Forum: Balancing
- Topic: Make Lamp in Electromagnetic Plant
- Replies: 34
- Views: 2996
Re: Make Lamp in Electromagnetic Plant
[Moderated by Koub : Off topic]
- Sun Oct 05, 2025 4:50 pm
- Forum: Gameplay Help
- Topic: Not understand why this does not work
- Replies: 2
- Views: 450
Re: Not understand why this does not work
Yep. Bricks run like this too, but it's less noticeable because it's a 2 item recipe.
- Sun Oct 05, 2025 3:36 pm
- Forum: Balancing
- Topic: Make Lamp in Electromagnetic Plant
- Replies: 34
- Views: 2996
Re: Make Lamp in Electromagnetic Plant
[Moderated by Koub : Off topic]
- Sun Oct 05, 2025 4:06 am
- Forum: Gameplay Help
- Topic: Smart Splitter Experiments
- Replies: 10
- Views: 2063
Re: Smart Splitter Experiments
A timer based 2:6 vs. a counter 2:6 when a belt is split 3/4.
- Sun Oct 05, 2025 3:59 am
- Forum: Gameplay Help
- Topic: Smart Splitter Experiments
- Replies: 10
- Views: 2063
Re: Smart Splitter Experiments
I put some more work into this.
Some things came up: timer based splits work conditionally because they don't actually count items that can be "predicted to move" between a ticks. But this isn't necessarily a clear fail, it's a case by case fail when you can't divvy up items between ticks. So we're ...
Some things came up: timer based splits work conditionally because they don't actually count items that can be "predicted to move" between a ticks. But this isn't necessarily a clear fail, it's a case by case fail when you can't divvy up items between ticks. So we're ...