Search found 67 matches

by Hurkyl
Fri Sep 26, 2025 12:40 am
Forum: Balancing
Topic: A idea to handle gleba problem
Replies: 10
Views: 1485

Re: A idea to handle gleba problem

Regarding balancing... in vanilla space age, it averages 60 jelly / 30 mash to produce a bacteria from scratch, so you're definitely making it a lot cheaper.

I also feel like the proliferation recipes are strong enough that a lot of people would just completely ignore the cultivation recipes ...
by Hurkyl
Tue Sep 23, 2025 6:48 pm
Forum: Balancing
Topic: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode
Replies: 8
Views: 649

Re: Deathworld has lost its Fangs. Factorio needs its own NIGHTMARE mode


Presets are for novice players. If some veteran player needs more challenge then he can adjust sliders manually, use mods, do speedrun, etc.

A professionally tuned preset, however, comes with the advantage of having been professionally tuned. :p

And would also serve as a better basis for making ...
by Hurkyl
Sun Sep 21, 2025 11:18 pm
Forum: Balancing
Topic: Scale Roboport Supply Area and Construction Area with quality
Replies: 9
Views: 850

Re: Make roboport areas scale with quality

It's not quite the same, though. Power poles don't have any other relevant stats than coverage range and wire connection range. Roboports have charging speed. Further, there are more reasons for separating logistics networks that separating power networks.

And additionally you can manually ...
by Hurkyl
Fri Sep 19, 2025 9:07 pm
Forum: Gameplay Help
Topic: Productivity on coal liquefaction recipe
Replies: 6
Views: 422

Re: Productivity on coal liquefaction recipe

Is there any way in-game to tell when something is marked as a catalyst? This isn't automatic. Bacteria cultivation, for example, is not a catalytic recipe.

AFAIK, the only method is to do math with the production rates with productivity present.
by Hurkyl
Fri Sep 19, 2025 1:50 pm
Forum: Balancing
Topic: Moving Green Belts to Gleba
Replies: 4
Views: 673

Re: Moving Green Belts to Gleba

FWIW, stack inserters are far more impactful than green belts on belt logistics. Upgrading to turbo belts gets you a modest 33% boost to throughput. Upgrading to using stack inserters is a 100% boost! 300% after you do the stack size researches!

That is yellow belts loaded with stack inserters ...
by Hurkyl
Wed Sep 10, 2025 10:55 am
Forum: Gameplay Help
Topic: Coal Liquefaction
Replies: 9
Views: 694

Re: Coal Liquefaction

Your green belt is definitely not saturated.

It would be really weird for that one red belt to be mostly concentrated in its left lane, and you can see on the green belt that the left lane looks thicker than the right lane.

To balance the lanes, rather than take one green belt out of that green ...
by Hurkyl
Thu Sep 04, 2025 11:56 pm
Forum: Gameplay Help
Topic: Does pulsing requests to a cargo landing pad no longer work?
Replies: 4
Views: 491

Re: Does pulsing requests to a cargo landing pad no longer work?

I would assume a request would get ignored if it goes away before your landing pad is ready to accept a delivery.

However, it's not a several-minutes thing: each delivery slot has something like a 63 second cooldown. So if you get 3 deliveries at once, you won't get any more until 63 seconds later ...
by Hurkyl
Mon Sep 01, 2025 10:37 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33348

Re: Ban quality modules from asteroid crushers


The divisions by four are balanced by the fact you have a higher quality% in the process.


What ? It seems to me that the division by 4 are balanced by the fact that you have 25% chance of getting something as a result if the original value was 1. 1/4 = 25%

I... really don't understand your ...
by Hurkyl
Mon Sep 01, 2025 8:43 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33348

Re: Ban quality modules from asteroid crushers




Blue underground belts, underground pipe casting, big power poles, foundry concrete… Surely with these, it’s easier to see how they have more substance than asteroid rerolling. Which, again, is basically the same as ore recycling but with a return rate of >40% instead of 25%.


I agree with ...
by Hurkyl
Mon Sep 01, 2025 5:48 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33348

Re: Ban quality modules from asteroid crushers



Blue underground belts, underground pipe casting, big power poles, foundry concrete… Surely with these, it’s easier to see how they have more substance than asteroid rerolling. Which, again, is basically the same as ore recycling but with a return rate of >40% instead of 25%.


I agree with the ...
by Hurkyl
Sun Aug 31, 2025 10:38 pm
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2506

Re: Allow Biolabs on every planet *except* Gleba

For what it's worth, from what I've seen from the Steam forum, wanting to move labs to Gleba seems to be a pretty common trope.

Back before release a lot of people expected that to be the obvious solution to the freshness of agricultural science packs. And to this day we still periodically get ...
by Hurkyl
Sun Aug 31, 2025 7:52 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2506

Re: Allow Biolabs on every planet *except* Gleba



The "challenge" you seem to refer to is to demonstrate the mere ability to deliver science packs to Biolabs on Nauvis with enough spoil time remaining to be useable in research, with interplanetary transport being the prime obstacle to be overcome.

I assert, however, the interesting gameplay is ...
by Hurkyl
Fri Aug 29, 2025 8:39 pm
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2506

Re: Allow Biolabs on every planet *except* Gleba



Enforcing the "challenge" of shipping spoil-able packs gives up a lot for little gain. And you could still keep this challenge if you made a research after biolabs that allowed you to build them anywhere, so you'd still need to ship them initially.

The "challenge" isn't about whether you are ...
by Hurkyl
Fri Aug 29, 2025 9:22 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2506

Re: Allow Biolabs on every planet *except* Gleba

Enforcing the "challenge" of shipping spoil-able packs gives up a lot for little gain. And you could still keep this challenge if you made a research after biolabs that allowed you to build them anywhere, so you'd still need to ship them initially.

The "challenge" isn't about whether you are ...
by Hurkyl
Thu Aug 28, 2025 5:19 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 33348

Re: Ban quality modules from asteroid crushers

Asking players to actively avoid efficiency and optimization if they want a better game experience is, IMO, a fairly significant sin in game design. Such a practice inherently makes for a poor experience for a lot of people.

This is especially true in a game that puts a fair amount of emphasis on ...
by Hurkyl
Mon Aug 25, 2025 1:05 am
Forum: Ideas and Suggestions
Topic: Gleba sciense pack should not spoil or at least spoil into something nice
Replies: 1
Views: 292

Re: Gleba sciense pack should not spoil or at least spoil into something nice

mrnikiter wrote: Mon Aug 25, 2025 12:18 amRebuilding all science logistic and setups for one science pack is just so ... asymmetric.
For what it's worth, you have other reasons to completely redo your lab build shortly after returning from Gleba anyways.
by Hurkyl
Sun Aug 24, 2025 3:41 pm
Forum: Gameplay Help
Topic: Possible yumako tree seed rate issue
Replies: 46
Views: 5162

Re: Possible yumako tree seed rate issue

I still think it would be nice if on Gleba at least, the flora would regrow itself. Kinda like the fauna already does...

I understand the idea... but I really like that the game gives you the impetus to engineer a preservation function into your factory to avoid running out of conveniently ...
by Hurkyl
Sun Aug 24, 2025 3:35 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 32
Views: 2506

Re: Allow Biolabs on every planet *except* Gleba



My opinion is that this incentivize players to make all their labs in Vulcanus and not on every planets.


I do see what you are saying (and kind of agree), but each planet has it's benefits for having your labs on it (other than Aquilo): Vulcanus has the ability to easily make a lot of science ...
by Hurkyl
Thu Aug 21, 2025 3:55 pm
Forum: Ideas and Suggestions
Topic: No gamble quality via material for quality
Replies: 4
Views: 529

Re: No gamble quality via material for quality

Quality, as I see it, is primarily a post game challenge with some smaller challenges that can be done earlier (for example, asteroid collectors).

A particularly relevant earlier challenge is taking something you're making anyways, and using quality modules to get a stream of higher quality ...

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