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Factorio - a factory building game - now with Space Age expansion

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
532
Location
Mordor
What is the limitation of railway 2.0 that makes you need mods?
Screenshot-at-2024-11-30-05-06-57.png

1 station requesting/providing more than one item at the same time... in this case, we have requester stations with 3 items + 1 fluid and 4 items... I use Loaders at the input/output of the warehouses.
 
Joined
Jan 7, 2012
Messages
15,273
I guess nests dying from this trigger the "defense" mode of the biters, making them spawn faster and attack your base? Very cool if so.
Yeah, though that probably wouldn't do much since they'd likely die only in small batches rather than all quickly like when your artillery wipes them out

Eh, not a huge fan of this, for the reasons you point out. I actually like how SE does it a lot where the early science packs are obsolete by the end, but the various "planetary sciences" start with super cheap costs (we're talking low 100s) but then scale up to 1000s. SE packs are more expensive though (and there's 4 tiers of them), so the numbers wouldn't perfectly translate.
I actually think a lot of the basic unlocks of planetary science are too expensive (5k for mech suit, really?) and that the real issue is that you barely need any after getting the basic unlocks (most of the infinite research isn't that good imo).

You can turn off the lower-tier pack scaling and only using scaling of total costs over time. So late game tech can be 10x without needing like 500 red science to unlock splitters. Personally I like the idea of needing a bit of expansion of the red and green science, though blue is something of a PITA...

I do kind of agree that some of the individual unlocks are overpriced and there should be more of them. I play on increased tech costs though and like to scale up to high production levels, and I buffer all of my science packs massively so when I finish a planet I come home to like 20,000 of each pack stockpiled.

If I play vanilla SA again, I will just move my research labs to gleba. Would actually give me an excuse to increase Nauvis throughput so I can make all the rockets necessary.
Keep in mind that the Biolabs can only exist on Nauvis. Probably because when fully modded up they pollute an assload and Nauvis is the only planet where pollution matters.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,157
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Yeah, though that probably wouldn't do much since they'd likely die only in small batches rather than all quickly like when your artillery wipes them out
Considering defensive mode triggers all nearby nests, you'd probably be getting "artillery waves" except a bit bigger and longer when pollution starts popping nests.
Keep in mind that the Biolabs can only exist on Nauvis. Probably because when fully modded up they pollute an assload and Nauvis is the only planet where pollution matters.
Oh, that's really lame. No way to mitigate research rot then :/
Probably because when fully modded up they pollute an assload and Nauvis is the only planet where pollution matters.
It's not like pollution matters that much when you have artillery, spidertrons and nukes.
 

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