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 ...
Search found 67 matches
- Fri Sep 26, 2025 12:40 am
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 10
- Views: 1485
- 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 ...
- 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 ...
And additionally you can manually ...
- 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.
AFAIK, the only method is to do math with the production rates with productivity present.
- 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 ...
That is yellow belts loaded with stack inserters ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
The "challenge" isn't about whether you are ...
- 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 ...
This is especially true in a game that puts a fair amount of emphasis on ...
- 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
For what it's worth, you have other reasons to completely redo your lab build shortly after returning from Gleba anyways.mrnikiter wrote: Mon Aug 25, 2025 12:18 amRebuilding all science logistic and setups for one science pack is just so ... asymmetric.
- 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 ...
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 ...
- 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 ...
- Fri Aug 22, 2025 12:29 am
- Forum: Ideas and Suggestions
- Topic: Mini fusion reactor for Vehicles (warning, contains fun, might be upseting to some "veterans" who are just masochist)
- Replies: 2
- Views: 362
Re: Mini fusion reactor for Vehicles (warning, contains fun, might be upseting to some "veterans" who are just masochist
Why should this proposal be a vanilla option rather than a mod?
- 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 ...
A particularly relevant earlier challenge is taking something you're making anyways, and using quality modules to get a stream of higher quality ...