Search found 157 matches

by crimsonarmy
Thu Nov 13, 2025 1:18 pm
Forum: Ideas and Suggestions
Topic: Quality on Gleba.
Replies: 8
Views: 4166

Re: Quality on Gleba.

For anyone wondering about quality seeds growing into quality fruit see 124678. Every variation of it I can think of is on there.
by crimsonarmy
Thu Nov 06, 2025 12:29 am
Forum: Gameplay Help
Topic: The problem with productivity modules
Replies: 1
Views: 279

Re: The problem with productivity modules

Energy consumption also affects the pollution produced by a machine. The formula is
total pollution = pollution multiplier * energy usage multiplier * base pollution

Hope this helps.
by crimsonarmy
Mon Nov 03, 2025 12:45 pm
Forum: Duplicates
Topic: [2.0.72] Underground ghost not being placed on lava
Replies: 7
Views: 409

Re: [2.0.72] Underground ghost not being placed on lava

boskid wrote: Mon Nov 03, 2025 12:37 pm
crimsonarmy wrote: Mon Nov 03, 2025 12:35 pm Purely for my own curiosity, why does the oil ocean version work?
Because underground connections are only blocked by lava tiles and empty space tiles. Oil ocean does not block underground connections.
Makes sense. Thanks for humoring my curiosity.
by crimsonarmy
Mon Nov 03, 2025 12:35 pm
Forum: Duplicates
Topic: [2.0.72] Underground ghost not being placed on lava
Replies: 7
Views: 409

Re: [2.0.72] Underground ghost not being placed on lava

boskid wrote: Mon Nov 03, 2025 12:27 pm I am considering this to be a duplicate of 116827 since belt drag building depends on undergrounds finding the other end and currently they are unable to find other end through tile ghosts.
Purely for my own curiosity, why does the oil ocean version work?
by crimsonarmy
Mon Nov 03, 2025 12:15 pm
Forum: Ideas and Suggestions
Topic: Option to ignore cargo landing pad content for circuit controlled requests
Replies: 3
Views: 302

Re: Option to ignore cargo landing pad content for circuit controlled requests




If this option isn't feasible for some reason, I'd like to be able to read the cargo landing pad inventory at the same time as setting its requests, so I can add this to the request, so all wanted items can be requested, no matter if some are in the landing pad or in some chest. Would achieve ...
by crimsonarmy
Mon Nov 03, 2025 11:17 am
Forum: Ideas and Suggestions
Topic: Give Programmable Speaker Higher Power Priority
Replies: 1
Views: 239

Re: Give Programmable Speaker Higher Power Priority

Increasing internal buffer would also be helpful.
by crimsonarmy
Mon Nov 03, 2025 11:10 am
Forum: Ideas and Suggestions
Topic: Option to ignore cargo landing pad content for circuit controlled requests
Replies: 3
Views: 302

Re: Option to ignore cargo landing pad content for circuit controlled requests


If this option isn't feasible for some reason, I'd like to be able to read the cargo landing pad inventory at the same time as setting its requests, so I can add this to the request, so all wanted items can be requested, no matter if some are in the landing pad or in some chest. Would achieve the ...
by crimsonarmy
Mon Nov 03, 2025 11:06 am
Forum: Ideas and Suggestions
Topic: Make promethium spoil, and quickly
Replies: 38
Views: 8452

Re: Make promethium spoil, and quickly


Two words: Belt storage. That terrible, brainless cheese strategy still exists, and people still use it, even after the recipe rebalance that was done before release.
For those unaware, allow me to explain. Promethium science packs are crafted from promethium asteroid chunks, quantum processors ...
by crimsonarmy
Sun Nov 02, 2025 9:44 pm
Forum: Duplicates
Topic: [2.0.72] Underground ghost not being placed on lava
Replies: 7
Views: 409

Re: [2.0.72] Underground ghost not being placed on lava

Loewchen wrote: Sun Nov 02, 2025 9:33 pm 120229
This is not what my bug report was about. Note that foundation is used but an underground is not made.
by crimsonarmy
Sun Nov 02, 2025 9:42 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: 2792

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block

meganothing wrote: Sun Nov 02, 2025 7:14 pm Assemblers are (probably) not optional.
To remove the "probably:" assemblers are required to craft engines which are required for chemical science which is required to beat the game. Now the question is what is the minimal number of crafts done in an assembler?
by crimsonarmy
Sun Nov 02, 2025 9:31 pm
Forum: Duplicates
Topic: [2.0.72] Underground ghost not being placed on lava
Replies: 7
Views: 409

[2.0.72] Underground ghost not being placed on lava

Note: foundation must be unlocked for this to occur. (It occurs when it isn't unlocked too but then it isn't a bug)

Attempted to force build dragging a ghost of a belt over lava with a building right after the lava. (It occurs to me as I am writing this that I only tested this with pipes and green ...
by crimsonarmy
Fri Oct 24, 2025 8:09 pm
Forum: News
Topic: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
Replies: 56
Views: 11336

Re: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™

Yess wrote: Fri Oct 24, 2025 2:22 pm I love dissecting these types of images. The devs definitely do this on purpose to mess with us :D
I hope I didn't miss any other 'errors'!
The underground going the wrong way on the left of the image also isn't going/coming from anywhere.
by crimsonarmy
Fri Oct 24, 2025 10:34 am
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: 2792

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block


What I don't like about how quality is implemented is that it feels like a gambling machine, I avoid mobile games for that reason alone.

It has some aspects that feel like that (armor for example). However, for most cases, you are "gambling" thousands of times at least (likely far more). In this ...
by crimsonarmy
Wed Oct 22, 2025 2:58 pm
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 65
Views: 10481

Re: Quality should increase train wagons capacity.



Two tracks?


two belts? stop this strawman argument. I had already addressed in my first comment that you can run multiple trains. But you can't request an infinite amount of them.

Space age upgraded the belt capacity by 5.33x and pipe capacity infinitely but trains stayed the same, apart ...
by crimsonarmy
Tue Oct 21, 2025 8:53 pm
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 65
Views: 10481

Re: Quality should increase train wagons capacity.




I am not referring to one train going back an forth but rather a (ideally) continuous line of trains. What you are proposing is like having an unsaturated belt.


That is actually one way travel speed. if one train was going back AND forth, it would equal to just 1.33 green belt. without ...
by crimsonarmy
Tue Oct 21, 2025 5:51 pm
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 65
Views: 10481

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).


that is a ...
by crimsonarmy
Tue Oct 21, 2025 1:42 pm
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 65
Views: 10481

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).
by crimsonarmy
Mon Oct 20, 2025 5:12 pm
Forum: Ideas and Suggestions
Topic: New option for more agresive enemies
Replies: 2
Views: 386

Re: New option for more agresive enemies

These all seem like interesting ideas for a mod. I am unsure why they should be in the base game even as an optional feature.
by crimsonarmy
Sun Oct 19, 2025 6:37 pm
Forum: Ideas and Suggestions
Topic: Map seed tutorial for new players
Replies: 3
Views: 1476

Re: Map seed tutorial for new players



starting in a desert, or starting on a map where oil is miles away.

It matters only in deathworld games, which are not for novice players.

As someone that started in a giant desert on my first playthough, the biters launched way larger attacks than a new player (or in my case a few new ...
by crimsonarmy
Sun Oct 19, 2025 6:32 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 15
Views: 1245

Re: Palletization - A Way to Make Trains Relevant in the Late Game

I would think that simply making locomotives and cargo wagons be boosted by quality might be enough.

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