Search found 224 matches

by quineotio
Mon Nov 10, 2025 12:57 pm
Forum: Ideas and Suggestions
Topic: Terrain Generation Could Use Some More Features.
Replies: 2
Views: 141

Re: Terrain Generation Could Use Some More Features.

Snoodli wrote: Sun Nov 09, 2025 6:24 am
TL;DR
The map terrain generator could have more map types and terrain options.
I'd like to see every planet's biomes on Nauvis. I know there are mods that do this but they're janky.
by quineotio
Mon Nov 10, 2025 12:55 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 178
Views: 52102

Re: Ability to craft lower quality with higher quality


Having read a bit through the different proposals I can say that in my opinion the only one that makes sense so far is letting machines use any quality that is at least good enough as ingredient. Downgrading quality just doesnt make any sense why would you want to do that. In reality a better ...
by quineotio
Tue Nov 04, 2025 7:35 am
Forum: Ideas and Suggestions
Topic: Turret's target priority, do not fire at
Replies: 8
Views: 722

Re: Turret's target priority, do not fire at


I would love an option to ignore a certain target.


As some have mentioned, this would be good with asteroids. I don't see the point of the current system - I never want any asteroids to hit my platform. I just want to target small/medium/big/huge - it's just extra clicks selecting all four ...
by quineotio
Fri Oct 31, 2025 2:04 pm
Forum: Ideas and Suggestions
Topic: Add "disable quality modules" circuit condition
Replies: 3
Views: 329

Add "disable quality modules" circuit condition

Add the ability to disable quality modules in a machine based on a circuit condition.

As it is currently, the only way to deal with excess quality is to delete the excess with recyclers. It would be convenient to have more control over when quality items are produced by being able to disable ...
by quineotio
Thu Oct 16, 2025 4:21 pm
Forum: Ideas and Suggestions
Topic: End game research for promethium. Techs to boost all planets resources
Replies: 16
Views: 1663

Re: End game research for promethium. Techs to boost all planets resources




End game promethium science have only lab production boost and that's it. There really isn't end game research to go even more nuts. So I've been thinking boosting all other planets resources using promethium science.


3. Allow direct crafting of quality materials items if combined with ...
by quineotio
Sun Oct 12, 2025 6:56 am
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 16
Views: 1118

Re: (Long post warning) Rethinking quality β€” modular, configurable, no random chances


The randomness factor of quality was one of the system's core properties as pointed out by Kovarex, the lead dev. I don't see how this will be removed from the system. I do think tho that big improvements can be made in terms of mainly balance.


A reverse system might work - where you have ...
by quineotio
Sat Oct 11, 2025 2:24 pm
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 16
Views: 1118

Re: (Long post warning) Rethinking quality β€” modular, configurable, no random chances


Just to add that another problem with the whole-factory design is the speed module incompatibility. Like for military science all 3 intermediates can use quality, but actually putting quality there requires hundreds of assembly plants, on top of the messy output to sort. It's just not worth the ...
by quineotio
Sat Oct 11, 2025 12:26 pm
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 16
Views: 1118

Re: (Long post warning) Rethinking quality β€” modular, configurable, no random chances


I've done a lot of quality up some production chains, but admittedly I've not done a whole factory design.

(and last time I was running numbers I came away with the impression that productivity was best until you get to the specific loop you want to upcycle on so I stopped thinking too hard about ...
by quineotio
Sat Oct 11, 2025 10:30 am
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 16
Views: 1118

Re: (Long post warning) Rethinking quality β€” modular, configurable, no random chances


Quality bioflux has a long lifespan, plenty of time to accumulate small batches and then spin up the other materials necessary for combining with them.

But I assert it's not particularly useful for a completely different reason: you get more science value from productivity than you do quality. I ...
by quineotio
Sat Oct 11, 2025 9:22 am
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 16
Views: 1118

Re: (Long post warning) Rethinking quality β€” modular, configurable, no random chances


TL;DR
Quality in Factorio needs a full overhaul to remove gambling elements and make quality progression logical, modular, and player-controlled instead of random gacha-style chances.


I don't think the problem is the "gambling" aspect - it works fine for uranium processing. But rather it's ...
by quineotio
Sun Aug 31, 2025 12:43 pm
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3466

Re: Allow Biolabs on every planet *except* Gleba

Shulmeister wrote: Sun Aug 31, 2025 12:21 pm By suggesting biolabs could be placed on Gleba you're suggesting to remove what was described as "latency concern" in the supply chain.
If you choose to build the labs on Gleba.
by quineotio
Sun Aug 31, 2025 11:22 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3466

Re: Allow Biolabs on every planet *except* Gleba

Shulmeister wrote: Sun Aug 31, 2025 11:05 am What's wrong with using the mod if you want to remove part of what constitute an enjoyable objective of the game for other players ?
What enjoyable objective do you think I'm suggesting be removed?
by quineotio
Sun Aug 31, 2025 10:38 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3466

Re: Allow Biolabs on every planet *except* Gleba


I definitely would not enjoy putting them elsewhere just to have another problem to solve.


So because you think that you wouldn't enjoy putting biolabs in a place other than Nauvis, you think the game would be better if it wasn't an option, even if other people would like that option?

Your ...
by quineotio
Sat Aug 30, 2025 3:27 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3466

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 quineotio
Fri Aug 29, 2025 12:26 pm
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3466

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 quineotio
Fri Aug 29, 2025 8:24 am
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3466

Re: Allow Biolabs on every planet *except* Gleba


Allow Biolabs on other planets so research can be done in a decentralized way, so no single landing pad needs to have as much throughput as Nauvis currently does.


I think this would be a major benefit. Not just minimizing the need for landing pad throughput, but also allowing options for ...
by quineotio
Sun Aug 24, 2025 3:41 pm
Forum: Ideas and Suggestions
Topic: Allow Biolabs on every planet *except* Gleba
Replies: 33
Views: 3466

Re: Allow Biolabs on every planet *except* Gleba

HeliGungir wrote: Fri Aug 22, 2025 7:11 pm Allow Biolabs on every planet
Too many arbitrary restrictions in Space Age. Let me choose.
by quineotio
Sat Aug 16, 2025 3:53 am
Forum: Ideas and Suggestions
Topic: Foundation to prevent frost or/and spreed heat
Replies: 9
Views: 974

Re: Foundation to prevent frost or/and spreed heat


In all seriousness, trains, red belts, assembly machine 3s, etc. are all unlocked after you have another solution to the problem (belts, more belts, assembly machine 2s).


In the version of the game I play, I unlock these things when I'm still building my base, and therefore have a use for them ...
by quineotio
Fri Aug 15, 2025 4:40 am
Forum: Ideas and Suggestions
Topic: Foundation to prevent frost or/and spreed heat
Replies: 9
Views: 974

Re: Foundation to prevent frost or/and spreed heat

pantabo1 wrote: Thu Aug 14, 2025 4:21 pm That is exactly the same way a bunch of other mechanics have worked in factorio and still do.
It's not true that you only get trains etc. after they're no longer needed.
by quineotio
Wed Aug 06, 2025 2:46 pm
Forum: Ideas and Suggestions
Topic: Foundation to prevent frost or/and spreed heat
Replies: 9
Views: 974

Re: Foundation to prevent frost or/and spreed heat


I've never used foundation simply because by the time I've unlocked it, I've more or less completed the game.


This is my main issue with it. You have to build your Vulcanus and Fulgora base before you have foundation, which means that by the time you have foundation you don't need it because ...

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