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.
Nauvis:
Biter egg processing: Modules have access to put in captured nests. One module each level. 5 levels
Vulcanus:
Lava handing: Product made from lava gives 10% increased production. 5 levels
Fulgora:
Lighting tech: Gives lighting collectors 1 GJ bigger capacity and 10MW slower drain rate. 5 levels
Gleba:
GMO processing: Unlocks tech to use quality seeds to plant quality trees. Quality tree gives one guaranteed quality fruit. One guaranteed fruit per level. 5 levels (normal amount of fruits + quality fruit(s))
Aquilo:
Warmer pipe: Bigger heat radius for pipes. 2 levels. Costs starts from 500 000
Cost would start from 50 000 and 10x cost for each research
End game research for promethium. Techs to boost all planets resources
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Re: End game research for promethium. Techs to boost all planets resources
I like the idea of further research for promethium science, but I would suggest some different things. The things I'd like to see expand what options you have at the endgame by removing restrictions. Some ideas:erkki772 wrote: Sat Mar 22, 2025 11:08 am 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.
1. Allow placement of Gleba soil on Nauvis.
2. Allow the cryoplant to freeze spoilable items to halt spoilage.
3. Allow direct crafting of quality materials items if combined with prometheum chunks.
4. Allow building machines on any planet.
5. Allow placement of crushers on planets.
6. Allow placement of biolabs on any planet.
7. Allow foundries to create molten metals from plates
8. Allow placing multiple landing pads per planet
9. Increase underground pipe length

Re: End game research for promethium. Techs to boost all planets resources
Space radar! In other words a radar thingy that does for interplanetary logistics what the new radar network does for a single planet. And a separate tech that lets you tell which planet the space radar signal is from...
My own personal Factorio super-power - running out of power.
Re: End game research for promethium. Techs to boost all planets resources
What would you use this for?Amarula wrote: Sat Mar 22, 2025 2:45 pm Space radar! In other words a radar thingy that does for interplanetary logistics what the new radar network does for a single planet. And a separate tech that lets you tell which planet the space radar signal is from...
Re: End game research for promethium. Techs to boost all planets resources
Logistics? Between planets?quineotio wrote: Sat Mar 22, 2025 3:12 pmWhat would you use this for?Amarula wrote: Sat Mar 22, 2025 2:45 pm Space radar! In other words a radar thingy that does for interplanetary logistics what the new radar network does for a single planet. And a separate tech that lets you tell which planet the space radar signal is from...
So in the regular logistics system, a provider chest tells the network hey I have this item available, and a requester can ask for it.
With the new radar in 2.0, an outpost on one side of the planet can say hey I have this available, and a radar on the other side of the planet can ask for it, and you can set up a train to automatically go pick it up and deliver it where it is needed.
My suggestion would work between planets: a planet could use it to indicate hey I have this available, and another planet could say hey I need it, and a platform could pick it up and deliver it.
My own personal Factorio super-power - running out of power.
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More use for Prometium science
It would be nice if there would be more tech, or some of the infinite tech would start using this at some point.
Just to make it more usefull to actually get it. Its a bit bland now, only used for research productivity.
Maby do it like the damage upgrades, after level 15 make it so it starts using prometium tech but gets cheaper to start off with.
Maby some bonus to modules, like a 10% bonus to the modules. Its only a little but can add up.
Just to make it more usefull to actually get it. Its a bit bland now, only used for research productivity.
Maby do it like the damage upgrades, after level 15 make it so it starts using prometium tech but gets cheaper to start off with.
Maby some bonus to modules, like a 10% bonus to the modules. Its only a little but can add up.
Re: End game research for promethium. Techs to boost all planets resources
[Koub] Merged into an older thread with a similar suggestion.
Koub - Please consider English is not my native language.
Re: End game research for promethium. Techs to boost all planets resources
I actively oppose wider heating radius for heat pipes. My opinions after having thought about it in the abstract are:
- At radius one, their consideration is a central component of your design patterns for laying out a factory
- At radius two, they can be brushed off to a secondary concern, but intrusive enough to be a right nuisance in that role
- At radius three, they become a nuisance mechanic but cease to be a particularly meaningful design constraint
- At radius four, you might as well not have the mechanic at all
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Re: More use for Prometium science
Research productivity basically researches a piece of every infinite technology at once. You don’t need it to research any infinite past a certain point, but it certainly makes it a lot easier.Shadowhawk wrote: Tue Oct 14, 2025 7:30 pm It would be nice if there would be more tech, or some of the infinite tech would start using this at some point.
Just to make it more usefull to actually get it. Its a bit bland now, only used for research productivity.
Maby do it like the damage upgrades, after level 15 make it so it starts using prometium tech but gets cheaper to start off with.
Also, it’s postgame content. There shouldn’t be any reason to get it. If you make promethium, you do it just for its own sake. The game is already over, there are no more in-game incentives, only the player’s own goals.
Agreed, I see nothing positive about effectively erasing a planet’s defining mechanic. It would be the same as adding regular single ores to Fulgora, or making Gleba’s items stop spoiling. Or making Vulcanus’s… Uh… Well, Vulcanus doesn’t actually add anything new.