Search found 269 matches
- Wed Aug 20, 2025 7:55 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 16470
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Quality tile giving you quality fruit is akin to legendary assembly machine producing only legendary item, or legendary mining drill producing only legendary ore. It sure removes the need for grind, it also removes the need for most things related to quality ^^
It just should make the trees grow ...
- Mon Aug 18, 2025 6:23 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 98
- Views: 16470
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
If legendary trees would grow faster that would make sense, but if you expect legendary fruits, then you should probably read the part of the thread you didn't read, because that's not going to happen and it's explained why x)
Yea, legendary fruits is what I would like.
And I know and ...
- Fri May 02, 2025 3:57 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 23241
Re: Version 2.0.46
The Red Ammo changes are interesting to see. I'd been using it anyways, since my platforms weren't really bottlenecked by magazine production and the 60% damage for the added cost was worth it in that light, but I suppose now the only reason not to is either extreme space constraints or if the ...
- Wed Apr 30, 2025 7:06 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 23241
Re: Version 2.0.46
The Red Ammo changes are interesting to see. I'd been using it anyways, since my platforms weren't really bottlenecked by magazine production and the 60% damage for the added cost was worth it in that light, but I suppose now the only reason not to is either extreme space constraints or if the ...
- Fri Apr 18, 2025 3:39 am
- Forum: Balancing
- Topic: The cargo wagons are too small for DLC
- Replies: 22
- Views: 6996
Re: The cargo wagons are too small for DLC
Weird thought on this topic: Instead of more slots, how far would reducing vehicle weight/roll resistance with quality go towards solving the same problems?
Not that i think it's necessary , but more slots would be a very very strong options compared to reducing vehicle weight/roll resistance ...
- Fri Apr 18, 2025 2:04 am
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 56
- Views: 16690
Re: Feedback on Space Age's overall design
I think you grossly misunderstand my point. This isn't a matter of the production lines and tech tree off Gleba, or shipping bioflux offworld to Nauvis, or that carbon fiber has uses in the late game. This isn't even about the spoilage mechanic, as you seem to think it is, nor a suggestion to ...
- Fri Apr 18, 2025 1:34 am
- Forum: Balancing
- Topic: The cargo wagons are too small for DLC
- Replies: 22
- Views: 6996
Re: The cargo wagons are too small for DLC
Weird thought on this topic: Instead of more slots, how far would reducing vehicle weight/roll resistance with quality go towards solving the same problems?
Part of it is that I just find longer trains more aesthetically pleasing. This wouldn't make signaling or station design any easier but it ...
Part of it is that I just find longer trains more aesthetically pleasing. This wouldn't make signaling or station design any easier but it ...
- Fri Apr 11, 2025 5:22 pm
- Forum: Releases
- Topic: Version 2.0.44
- Replies: 15
- Views: 12855
Re: Version 2.0.44
Ooooh, Project Plowshare Potential.
I like the theme going on with the whole "we added quasi-waterfill with Lavafill and Ammoniafill to the basegame. (It's nuclear canals)" thing.
I never cared for atomics as weapons, but I might actually unlock them for landscaping.
I like the theme going on with the whole "we added quasi-waterfill with Lavafill and Ammoniafill to the basegame. (It's nuclear canals)" thing.
I never cared for atomics as weapons, but I might actually unlock them for landscaping.
- Fri Apr 04, 2025 9:12 pm
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 56
- Views: 16690
Re: Feedback on Space Age's overall design
The real point of feedback here is that Gleba has an issue where materials and processing chains there largely serve as replacements for mines and oil chemistry and don't integrate any deeper into the tech tree, as compared to Vulcanus, where liquid metals and sulfuric acid integrate at a bunch ...
- Fri Apr 04, 2025 7:52 pm
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 56
- Views: 16690
Re: Feedback on Space Age's overall design
As far as Gleba goes, I generally enjoyed the theme of planning out builds in ghost mode, figuring out how everything was going to work in my head, and only then actually building them and sorting out issues as they arose. I feel like the biggest issue on Gleba isn't a generic "flatness" to the tech ...
- Tue Apr 01, 2025 12:51 am
- Forum: Balancing
- Topic: Remove Big Asteroids Orbiting Aquilo
- Replies: 9
- Views: 3277
Re: Remove Big Asteroids Orbiting Aquilo
That's odd. By memory It should be entirely possible to replenish rocket ammo faster than it's used around Aquilo, even with the big asteroids eating it up. Though I've not experimented with stationary platforms around Aquilo, specifically.
I don't have a clear picture of your setup, so I have a ...
I don't have a clear picture of your setup, so I have a ...
- Thu Mar 27, 2025 7:19 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 117975
Re: Gleba has killed the game for me.
You can use it for oil cracking and rocket fuel, sure, but you're not doing that because you have to, but because you want to.
Wait, what?
That explains why oil processing never got a building upgrade!
And that explains the fish growing tech for Nauvis...to make nutrients for more ...
- Thu Mar 27, 2025 7:27 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 117975
Re: Gleba has killed the game for me.
You can use it for oil cracking and rocket fuel, sure, but you're not doing that because you have to, but because you want to.
Wait, what?
That explains why oil processing never got a building upgrade!
And that explains the fish growing tech for Nauvis...to make nutrients for more efficient ...
- Wed Mar 26, 2025 6:59 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 117975
Re: Gleba has killed the game for me.
The biggest grip I have with it is the reward. The biological chamber is quite weak and mostly useless outside of this moist planet.
The biochamber isn't the big reward from Gleba. You're overlooking the Stack Inserter, which enables a huge throughput improvement across your entire factory ...
- Sun Mar 23, 2025 11:16 am
- Forum: General discussion
- Topic: Agricultual Science Pack
- Replies: 32
- Views: 4329
Re: Agricultual Science Pack
Related question:
How can I detect if biolab has stalled? I would like to use this to manually switch from one research to another. For example if I run out of Fulgora bottles, alarm will trigged that biolabs have stopped and I should switch to Gleba research. I use requester chests to feed ...
- Sat Mar 22, 2025 11:30 pm
- Forum: General discussion
- Topic: Agricultual Science Pack
- Replies: 32
- Views: 4329
Re: Agricultual Science Pack
Attached is a design I use to ensure that logistics shipments only send items above a certain freshness.
What for? As soon as a pack exists, its freshness doesn't matter in comparison to another pack. Just ship all and use all. Make sure all packs have best freshness in general, but there is ...
- Sat Mar 22, 2025 9:33 pm
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 67
- Views: 10630
Re: [Poll] Would you be happy to pay for more official planets and expansions?
Though the design of different types of power generation was done for 1.0. I fail to see what design work done for 1.0 has to do with space age.
But the real thing I'm pointing to is a lack of depth and/or a lack of progression. Each planet only really scratches the surface of what's possible ...
- Sat Mar 22, 2025 8:37 pm
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 48
- Views: 22406
Re: Factorio confessions
Ever since the pipe rework, my power plants have been growing slowly more and more unhinged.
At first it was linking up dense clusters for substation access. Then it was separating the boilers from the generators entirely to put the center of the pollution cloud in another section of the base.
My ...
At first it was linking up dense clusters for substation access. Then it was separating the boilers from the generators entirely to put the center of the pollution cloud in another section of the base.
My ...
- Sat Mar 22, 2025 7:41 pm
- Forum: General discussion
- Topic: Agricultual Science Pack
- Replies: 32
- Views: 4329
Re: Agricultual Science Pack
It sounds like a big part of the issue here is getting the freshest possible science packs to Nauvis. Especially as Robots aren't picky about which packs they take. If I'm reading the issue right, I'd like to make a suggestion based on my own run in with that problem: have you tried a freshness ...
- Tue Mar 04, 2025 3:11 pm
- Forum: Balancing
- Topic: Gleba technologies have far too steep an oppertunity cost.
- Replies: 22
- Views: 6998
Re: Gleba technologies have far too steep an oppertunity cost.
I feel like the core of the issue here is that the Biochamber does not have enough to utility off Gleba.
It has some utility on Nauvis, and Bio-Oil Cracking is neat on Vulcanus and theoretically usable everywhere, but falls off outside of coal liquefaction and there aren't enough uses for ...
It has some utility on Nauvis, and Bio-Oil Cracking is neat on Vulcanus and theoretically usable everywhere, but falls off outside of coal liquefaction and there aren't enough uses for ...