Gleba has killed the game for me.

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mmmPI
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Re: Gleba has killed the game for me.

Post by mmmPI »

morsk wrote: Tue Feb 10, 2026 5:00 am I understand that people want to help, but I know how futile it is to make demand-based production in Factorio.
Just to make , you don't want any help ? it's not a way you have to try and request some that i'd be misinterpreting ? Because when you say it's too much circuit jank that sound like you may need a more detailled explanation, there are also different way to do, but if you don't want any help, it would be futile to link those.
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Hurkyl
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Re: Gleba has killed the game for me.

Post by Hurkyl »

morsk wrote: Mon Feb 09, 2026 5:49 am I don't like that the correct solution is to overproduce and void extras, not when it creates pollution that permanently contributes to evolution.
morsk wrote: Tue Feb 10, 2026 5:00 am If I were doing this over I would have to spend many weeks deciding that evolving the enemies is fun,
I don't understand the fixation on the evolution factor. It's such a minor thing*, and seems completely irrelevant to your description of dissatisfaction with the game.

But anyways, for variety I'll point out there is a third option to "run full throttle and void excess" and "minimize excess" -- there is also "reroute to other production lines". E.g. sending bioflux to make ores when you don't want to make science, or sending excess yumako to quality plastic production.

*: AFAICT the only gameplay impact evolution has with any real significance is to dynamically calibrate the enemy progress so that the game mostly avoids both of the the following problems:
  • People who don't rush to be productive get overwhelmed by higher tier enemies
  • People who do rush to be productive are always facing utterly trivial enemies
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