I'd be ok with a slight extension, but I think all the way to the edge of the screen is too much. It would make combat too easy.dmigowski wrote: Wed May 28, 2025 4:51 am I believe the mech armor should extend the reach of a player to the borders of the visible screen.
Search found 200 matches
- Wed May 28, 2025 11:11 am
- Forum: Ideas and Suggestions
- Topic: Mech armor should extend reach
- Replies: 4
- Views: 311
Re: Mech armor should extend reach
- Fri May 09, 2025 1:59 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
Re: Gleba has killed the game for me.
Thank you, I hope this can be the start of a more productive conversation.
It's difficult to explain all my thoughts, and they are distributed in different spots. One of the challenges in talking about this is that I don't know what the appropriate scope is for any proposed change, so I've ...
- Fri May 09, 2025 2:47 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
- Thu May 08, 2025 5:01 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
Re: Gleba has killed the game for me.
That would be a weird thing to argue, I agree.mmmPI wrote: Thu May 08, 2025 3:07 pm I believe it's weird arguing bioflux is the most complex receipe
- Thu May 08, 2025 2:42 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
Re: Gleba has killed the game for me.
It's 3 ingredients because you need nutrients as well, and there are four outputs if you consider spoilage and the seeds from the mash/jelly production.
- Thu May 08, 2025 11:52 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
Re: Gleba has killed the game for me.
I've really enjoyed my time on Gleba (this time!)
It's interesting that you say "this time". Because I think a lot of the issues people have with Gleba are to do with the learning curve. There are a lot of new concepts thrown at you all at once in a high pressure environment, and you need to ...
- Tue May 06, 2025 4:43 am
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 56
- Views: 11019
Re: Feedback on Space Age's overall design
Thank you.
- Mon May 05, 2025 5:01 am
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 56
- Views: 11019
Re: Feedback on Space Age's overall design
Some more thoughts.
In 1.0, the science you produced wasn't only an end in itself, but also a measure of the effectiveness of your factory. Space Age destroys the correlation between good factory design and measured output, because as long as you meet the minimum requirement of no jams, your ...
In 1.0, the science you produced wasn't only an end in itself, but also a measure of the effectiveness of your factory. Space Age destroys the correlation between good factory design and measured output, because as long as you meet the minimum requirement of no jams, your ...
- Fri May 02, 2025 2:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] Circuit condition doesn't work for fluids when selected from crafting recipe using "q" key
- Replies: 5
- Views: 1509
Re: [2.0.47] Circuit condition doesn't work for fluids when selected from crafting recipe using "q" key
Is there a save file i could take a look? It looks more like a player error than a bug in game.
-- edit:
Ah i see, it is easy to reproduce. The signal is an "Electrolyte" recipe, not an "Electrolyte" fluid.
It's weird that you assigned this to "not a bug". The functionality is different ...
- Fri May 02, 2025 1:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] Circuit condition doesn't work for fluids when selected from crafting recipe using "q" key
- Replies: 5
- Views: 1509
Re: [2.0.47] Circuit condition doesn't work for fluids when selected from crafting recipe using "q" key
Is there a save file i could take a look? It looks more like a player error than a bug in game.
-- edit:
Ah i see, it is easy to reproduce. The signal is an "Electrolyte" recipe, not an "Electrolyte" fluid.
To be clear, it works with non fluids. It's the normal way I set enable/disable ...
- Fri May 02, 2025 1:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] Circuit condition doesn't work for fluids when selected from crafting recipe using "q" key
- Replies: 5
- Views: 1509
Re: [2.0.47] Circuit condition doesn't work for fluids when selected from crafting recipe using "q" key
boskid wrote: Fri May 02, 2025 1:14 pm Is there a save file i could take a look? It looks more like a player error than a bug in game.
-- edit:
Ah i see, it is easy to reproduce. The signal is an "Electrolyte" recipe, not an "Electrolyte" fluid.

- Fri May 02, 2025 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] Circuit condition doesn't work for fluids when selected from crafting recipe using "q" key
- Replies: 5
- Views: 1509
[2.0.47] Circuit condition doesn't work for fluids when selected from crafting recipe using "q" key
When you use the "q" key to select a fluid from the recipe and click into the "enable/disable" condition, the icon will appear but the value won't be read. I tried this with electrolytes (EM plant) and holmium solution (chem plant).
- Fri May 02, 2025 6:03 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
Re: Gleba has killed the game for me.
You seem to fundamentally misunderstand the purpose of feedback and your role here, so let me explain.
When you create something, you are biased by the perspective of being the creator. Feedback from outsiders gives you an outside perspective on your work. I know that Kovarex and the devs will ...
- Thu May 01, 2025 6:24 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
Re: Gleba has killed the game for me.
I'd love to see some of these ideas about different temperatures implemented! I think it makes sense to add difficulty by adding new ways of having to balance various aspects of production and transportation even more than they started to do on Gleba. I love the sheer complexity of more items, but ...
- Thu May 01, 2025 5:05 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
Re: Gleba has killed the game for me.
Those are a lot of really neat ideas! I'd love to see some of that in a future version of Space Age. You should consider writing some of them up and posting them here: https://forums.factorio.com/viewforum.php?f=6
Thank you, but I've already posted a bunch. I assume that if it's meant to be the ...
- Thu May 01, 2025 1:29 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 92425
Re: Gleba has killed the game for me.
It looks like pure laziness at first, but if you take into account that the devs didn’t add any way to “freeze” the timer.
....
A freezer is very welcome.
I'm fine with spoilage. It adds a different twist on things. But I do think freezing is an obvious mechanic and use for the cryo plant - not ...
- Thu May 01, 2025 11:27 am
- Forum: Ideas and Suggestions
- Topic: If SA mod off = everything on Nauvis (please read the WHY before posting mods)
- Replies: 3
- Views: 380
Re: If SA mod off = everything on Nauvis (please read the WHY before posting mods)
With the DLC, if you turn off the "Space age" mod = lose access to a lot, so the ideea is that instead of visiting different planets, the game should generate large distinct regions on Nauvis that replicate planetary environments like Vulcanus, Aquilo, Gleba and Fulgora so we still have access to ...
- Tue Apr 29, 2025 2:29 pm
- Forum: General discussion
- Topic: Quality killed this game for me
- Replies: 50
- Views: 5484
Re: Quality killed this game for me
Just because you have everything upgraded, doesn't mean that the game is "finished".
This is technically true, but in practice "finished" means there's no motivation continue. You can keep building and go for a million SPM or whatever, but that doesn't mean SA in its current state is ideal. It ...
- Tue Apr 29, 2025 8:32 am
- Forum: Gameplay Help
- Topic: How to get copper on space platform?
- Replies: 4
- Views: 679
Re: How to get copper on space platform?
Hi, i`m newbie, and i`m building my first big space platform, and encountered a problem: i don`t know how to get copper for bullets. It`s need to deliver from planets or i somehow can mine copper in space?
Sorry for my bad english
Just to add, you don't need red ammo at all, not even to go to ...
- Tue Apr 29, 2025 6:40 am
- Forum: General discussion
- Topic: Quality killed this game for me
- Replies: 50
- Views: 5484
Re: Quality killed this game for me
It sounds like you want a shorter game. You can always play 2.0 if you don't like how long Space Age is.
Quality is optional, though. One can choose not to research it and not to use it.
I don't think these types of responses are valid. Yes you can just not use quality. You can just not ...