Factorio

Factorio

İstatistiklere Bak:
the planets unlocks
the space age great and all, im having a blast playing it, but did anyone else also think that unlocks on the 3 planets are not properly balanced (with science packs i mean)? like on gleba you have twice amount of unlocks that you have on either fulgora or vulcanus, while they also being just better? dont get me wrong, i like being basically mecha, but when you compare it it kind of strange. Like you get a mecha suit and better roboport and a tesla turret (on a planet with no enemies lol), on vulcanus better belts and ama ignore the artillery and explosives cuz honestly we already had that in base game, and then you look at gleba and see: better quality, new manipulators, new stuff to capture bugs, better labs, 2/3 modules also there and even more... Idk i feel like the unlocks are really not properly distributed between planets, maybe its just me
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22 yorumdan 16 ile 22 arası gösteriliyor
İlk olarak Quillithe tarafından gönderildi:
I kinda feel like Gleba has better science pack unlocks to compensate for not having the amazing initial unlocks.

The big drill, foundry, em plant, and recycler are all really good elsewhere.

The biochamber and ag tower are....not as incredible. Especially since the ag tower can't even plant trees without research.

Biochamber gets 50% bonus productivity on heavy oil to light oil cracking and light oil to petrol gas cracking, making it pretty useful on the other 2 new planets. (Where water is in limited supply)
En son brown29knight tarafından düzenlendi; 3 Kas 2024 @ 21:44
İlk olarak brown29knight tarafından gönderildi:
İlk olarak Quillithe tarafından gönderildi:
I kinda feel like Gleba has better science pack unlocks to compensate for not having the amazing initial unlocks.

The big drill, foundry, em plant, and recycler are all really good elsewhere.

The biochamber and ag tower are....not as incredible. Especially since the ag tower can't even plant trees without research.

Biochamber gets 50% bonus productivity on heavy oil to light oil cracking and light oil to petrol gas cracking, making it pretty useful on the other 2 new planets. (Where water is in limited supply)
You need to import bioflux though.

And I'm not really sure why you'd need petroleum gas on fulgora.

Heck, it didn't even occur to me to bother producing any. Plastic comes from LDS (and maybe red circuits if you don't use them fast enough) and sulfur is pretty useless.
İlk olarak Quillithe tarafından gönderildi:
İlk olarak brown29knight tarafından gönderildi:

Biochamber gets 50% bonus productivity on heavy oil to light oil cracking and light oil to petrol gas cracking, making it pretty useful on the other 2 new planets. (Where water is in limited supply)
You need to import bioflux though.

And I'm not really sure why you'd need petroleum gas on fulgora.

Heck, it didn't even occur to me to bother producing any. Plastic comes from LDS (and maybe red circuits if you don't use them fast enough) and sulfur is pretty useless.
I was doing an epic qual III quality loop on Fulgora. Ultimately, the bottleneck was the chain plastic -> red circuits -> modules. I got a big boost by dropping sulfur/carbon from orbit to synthesize into coal so I could make plastic normally. Of course, heavy oil is free and I could also drop supplemental ice to top off my water supplies, so this aside is mostly moot.
En son Hurkyl tarafından düzenlendi; 3 Kas 2024 @ 22:41
I haven't left Nauvis yet because life has been busy, but the unlocks seem pretty fairly distributed to me. You have to keep in mind that these unlocks are items you bring back to previous planets. You may be viewing things linearly. Aquillo is also very much an end-game planet where the point is to clear the game using the factories you've built up until that point. It wouldn't make sense to have a ton of new stuff on it. It's your final stretch.
İlk olarak Chindraba tarafından gönderildi:
İlk olarak RiO tarafından gönderildi:
As well as pipes and concrete, which also can't be given productivity through modules.
Concrete, bricks, and pipes have always struck me as odd. They are placed entities _and_ intermediates. The one-off things like modules for armor, are special cases, but those three are ingredients in many of the mass-produced entities yet they are not open for productivity modules.
Intermediates doesn't mean that it can be used as an ingredient in something else. Otherwise, you could make the claim that almost anything is an intermediate, including assemblers, stone furnaces, inserters, etc.

Intermediate is a category that is basically items that are not placeable entities. Since bricks and pipes are placeable, they are not intermediates. The only intermediates that cannot use productivity are barrel/unbarrel (for reasons that should be obvious) and Kovarex (since getting 41 free U-235 with a productiviy proc breaks the entire process).
İlk olarak Warlord tarafından gönderildi:
İlk olarak Chindraba tarafından gönderildi:
Concrete, bricks, and pipes have always struck me as odd. They are placed entities _and_ intermediates. The one-off things like modules for armor, are special cases, but those three are ingredients in many of the mass-produced entities yet they are not open for productivity modules.
Intermediates doesn't mean that it can be used as an ingredient in something else. Otherwise, you could make the claim that almost anything is an intermediate, including assemblers, stone furnaces, inserters, etc.

Intermediate is a category that is basically items that are not placeable entities. Since bricks and pipes are placeable, they are not intermediates. The only intermediates that cannot use productivity are barrel/unbarrel (for reasons that should be obvious) and Kovarex (since getting 41 free U-235 with a productiviy proc breaks the entire process).
Uh, you can productivity Kovarex process. They fixed it so it only produces 1 extra with the productivity bar, not a new 41. That changed quite a long time ago.
İlk olarak Warlord tarafından gönderildi:
İlk olarak Chindraba tarafından gönderildi:
Concrete, bricks, and pipes have always struck me as odd. They are placed entities _and_ intermediates. The one-off things like modules for armor, are special cases, but those three are ingredients in many of the mass-produced entities yet they are not open for productivity modules.
Intermediates doesn't mean that it can be used as an ingredient in something else. Otherwise, you could make the claim that almost anything is an intermediate, including assemblers, stone furnaces, inserters, etc.

Intermediate is a category that is basically items that are not placeable entities. Since bricks and pipes are placeable, they are not intermediates. The only intermediates that cannot use productivity are barrel/unbarrel (for reasons that should be obvious) and Kovarex (since getting 41 free U-235 with a productiviy proc breaks the entire process).

I get it. I know how it works. I still find it odd that those items are effectively intermediates. Inserters and assemblers as 'ingredients' in the upgrade process makes sense. Belt things as parts of other belts, ditto. One offs, belts in labs, models in armor, everything almost in spidertron. yea - special cases. Pipes in boilers, offshore pumps, engines (an intermediate themselves), and all the rest make pipes, in those cases, feel like they should be intermediates and productivity eligible. Just 'weird' to me.
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22 yorumdan 16 ile 22 arası gösteriliyor
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Gönderilme Tarihi: 3 Kas 2024 @ 12:31
İleti: 22