... a surface... a different surface for each space ship. And this is what I don't get. Why are we not having just 1 single surface but with all space ships?
The simple Technical Implementation reason is that each Platform Hub starts at position 0,0 (center of Map coordinates). Moving a given ...
Search found 412 matches: Ships
Searched query: +Ships
- Tue Sep 23, 2025 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Space age: Space rework -> space is a surface
- Replies: 1
- Views: 176
- Tue Sep 23, 2025 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Space age: Space rework -> space is a surface
- Replies: 1
- Views: 176
Space age: Space rework -> space is a surface
... they will know the best what is actually possible and what not. I only want to share the ideea.
The ideea is about the space itself, no the space ships (or whatever they are called).
If you are in map editor, the space is a surface... a different surface for each space ship. And this is what I don ...
The ideea is about the space itself, no the space ships (or whatever they are called).
If you are in map editor, the space is a surface... a different surface for each space ship. And this is what I don ...
- Tue Sep 16, 2025 4:21 am
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 23
- Views: 8026
Re: Edit destinations & copy conditions in stations/planets
Practical case:
in my experience, I manage more than 30 spaceships that send items from one planet to another. Each ship sends a different item, but the condition is always the same. Right now, I must manually recreate each stop and condition for every new ship, which is tedious and error-prone ...
in my experience, I manage more than 30 spaceships that send items from one planet to another. Each ship sends a different item, but the condition is always the same. Right now, I must manually recreate each stop and condition for every new ship, which is tedious and error-prone ...
- Mon Sep 08, 2025 5:59 pm
- Forum: Ideas and Suggestions
- Topic: No remote view for new experience
- Replies: 0
- Views: 188
No remote view for new experience
... new addition, boarding space ship from another space ship due to them getting stuck or whatever can happen. And you guesed it, this means all space ships will be smaller exactly because it will be limited by zoon (unless we can pop out, on the platform? might be a new research).
And now that i wrote ...
And now that i wrote ...
- Mon Sep 08, 2025 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Multiple qualities of ammo in a single turret, "Out of ammo" notification options
- Replies: 5
- Views: 1102
Re: Multiple qualities of ammo in a single turret, "Out of ammo" notification options
... if you run an Ammo Belt on Nauvis for Walls, changing out the Ammo Type also causes the Notification to pop up constantly, so it is not just ships that have the Issue. >.>
If only the notification would vanish the instant the Turret gets Ammo (so it only flashes for a split second, which is ...
If only the notification would vanish the instant the Turret gets Ammo (so it only flashes for a split second, which is ...
- Mon Sep 08, 2025 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Multiple qualities of ammo in a single turret, "Out of ammo" notification options
- Replies: 5
- Views: 1102
Re: Multiple qualities of ammo in a single turret, "Out of ammo" notification options
... there's a low period in resource collection during a high period of ammo demand (can technically happen if the chunk belts are really long for huge ships and you use a system similar to mine where collectors only collect chunks if the hub is missing them, and I read the chunk input belts as well to ...
- Fri Sep 05, 2025 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Turret range is barely visible when building new one
- Replies: 3
- Views: 500
Turret range is barely visible when building new one
... would reach on Nauvis (and Gleba?). Combine that with remote view and roboports overlay you are even more screwed.
Guess how far new rocket turret will reach:
obraz.png
For comparison: it's not a problem on ships. I guess it's because there's plain black background and no roboports?
obraz.png
Guess how far new rocket turret will reach:
obraz.png
For comparison: it's not a problem on ships. I guess it's because there's plain black background and no roboports?
obraz.png
- Sat Aug 23, 2025 11:49 pm
- Forum: Ideas and Suggestions
- Topic: Reducing impact of promethium harvesting on UPS
- Replies: 7
- Views: 624
Re: Reducing impact of promethium harvesting on UPS
changing the recipe cost would further divide by 5 the number of ships required (or the width/size of behemoth ships).
It would also increase the "Storage Density" of the Asteroid Chunks within each ship, altering all of the math for Promethium Science prerequisites. One of the primary Challenges ...
It would also increase the "Storage Density" of the Asteroid Chunks within each ship, altering all of the math for Promethium Science prerequisites. One of the primary Challenges ...
- Sat Aug 23, 2025 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Reducing impact of promethium harvesting on UPS
- Replies: 7
- Views: 624
Re: Reducing impact of promethium harvesting on UPS
Even if the number of asteroid sprites is minimized, changing the recipe cost would further divide by 5 the number of ships required (or the width/size of behemoth ships). A player using 10 ships to achieve its SPM would only need 2 to keep up with other science packs, effectively dividing by 5 the ...
- Wed Aug 20, 2025 10:33 pm
- Forum: Ideas and Suggestions
- Topic: No gamble quality via material for quality
- Replies: 4
- Views: 561
No gamble quality via material for quality
... you don't even need so much of said area. While if epic and legendary, actually even rare, need local producs as ingredience (like the tier 3 moduels) then this will encourage everyone to expand the factory on each planet. Let me not even start with building more space ships for prometeus farming
- Sun Aug 17, 2025 7:33 pm
- Forum: Ideas and Suggestions
- Topic: Allow option to import item from more than 1 planet to platform without duplicating the request
- Replies: 25
- Views: 8044
Re: Allow option to import item from more than 1 planet to platform without duplicating the request
My use case would be pulling lower tier modules back to the module production planet for recycling. I have "looper" ships that do circuits and it'd be nice for them to be able to both pick up the lower tier modules and deliver upgraded ones.
- Sun Aug 17, 2025 11:07 am
- Forum: Ideas and Suggestions
- Topic: Crushers with "Set Recipe" should only be set by recipe signals
- Replies: 3
- Views: 368
Re: Crushers with "Set Recipe" should only be set by recipe signals
... without signal. :?
Other recipes ask Crusher to "produce" while these - to consume.
It seems it can be usable before "Advanced" tech, but after that it definitely recycle recipes would be better. :idea:
Removing it would break some ships. Changing too.
Option to "Simplified recipe usage"? :idea:
Other recipes ask Crusher to "produce" while these - to consume.
It seems it can be usable before "Advanced" tech, but after that it definitely recycle recipes would be better. :idea:
Removing it would break some ships. Changing too.
Option to "Simplified recipe usage"? :idea:
- Wed Jul 16, 2025 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Connect Thruster to Circuit Network
- Replies: 0
- Views: 231
Connect Thruster to Circuit Network
... power before finally shutting down due to fuel starvation.
My Idea of the GUI:
https://i.imgur.com/lR6gqVj.png
Why?
I'd like to limit my ships' speed to conserve fuel by allowing them to "coast" at lower velocities. I also assume it's easier to protect a ship from asteroids when it's ...
My Idea of the GUI:
https://i.imgur.com/lR6gqVj.png
Why?
I'd like to limit my ships' speed to conserve fuel by allowing them to "coast" at lower velocities. I also assume it's easier to protect a ship from asteroids when it's ...
- Thu Jun 26, 2025 8:57 am
- Forum: Ideas and Suggestions
- Topic: Space Platform specific: Allow chunk generation by blueprint ghosts
- Replies: 0
- Views: 332
Space Platform specific: Allow chunk generation by blueprint ghosts
Why: Space platforms initially generate very few chunks, making it hard to blueprint paste (copies of) larger ships/haulers.
I suggest changed chunk generation behaviour for space platforms exclusively (not on planets): blueprint ghost tiles should trigger the generation of adjacent chunks, so the ...
I suggest changed chunk generation behaviour for space platforms exclusively (not on planets): blueprint ghost tiles should trigger the generation of adjacent chunks, so the ...
- Wed Jun 25, 2025 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle suggestions
- Replies: 7
- Views: 3245
Re: Vehicle suggestions
... run on diesel fuel already exist as a mod :
https://mods.factorio.com/mod/kj_warrig
So is the cargo ship ! https://mods.factorio.com/mod/cargo-ships
And the bridges :https://mods.factorio.com/mods/kapaer/beautiful_bridge_railway
And the Islands : https://mods.factorio.com/mod/islands_world ...
https://mods.factorio.com/mod/kj_warrig
So is the cargo ship ! https://mods.factorio.com/mod/cargo-ships
And the bridges :https://mods.factorio.com/mods/kapaer/beautiful_bridge_railway
And the Islands : https://mods.factorio.com/mod/islands_world ...
- Tue Jun 17, 2025 2:16 am
- Forum: Ideas and Suggestions
- Topic: Sort Space Platform List
- Replies: 7
- Views: 719
Space Plateform Sorting
... the default names('Is Full of Bees' is a favorite) but after you have a dozen+ platforms floating around it can become difficult to quickly look for the platform performing a specific process.
Why?
If I could sort platforms into "science ships" and "resource haulers" it would help with menuing.
Why?
If I could sort platforms into "science ships" and "resource haulers" it would help with menuing.
- Sat Jun 14, 2025 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Promethium science Pack Requirement Adjustment
- Replies: 0
- Views: 312
Promethium science Pack Requirement Adjustment
... the creation of a truly mega base for all science packs is the Promethium Science Pack. As soon as you place even a few Promethium science ships, all the UPS optimizations you've painstakingly implemented elsewhere in your base become irrelevant. It's incredibly frustrating.
So why don't we ...
So why don't we ...
- Wed Jun 11, 2025 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Allow to set turret filters per groups/properties
- Replies: 4
- Views: 896
Re: Allow to set turret filters per groups/properties
+1, very relevant for prom ships too
- Fri May 16, 2025 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Make railguns not hit opened gates
- Replies: 2
- Views: 518
Make railguns not hit opened gates
TL;DR
When a gate is open, they should not get damaged by a rail gun shot.
What?
Currently, there is no good reason to use gates on space ships, especially when using rail guns. similar on the planets.
Maybe even partially opened gates could be missed by rail guns?
Why?
There is currently ...
When a gate is open, they should not get damaged by a rail gun shot.
What?
Currently, there is no good reason to use gates on space ships, especially when using rail guns. similar on the planets.
Maybe even partially opened gates could be missed by rail guns?
Why?
There is currently ...
- Tue May 13, 2025 6:52 am
- Forum: Ideas and Suggestions
- Topic: Asteroid spawning rate as output from space platform
- Replies: 1
- Views: 534
Asteroid spawning rate as output from space platform
... feel like doing that, as I would have to additionally fit the spawn rates somehow with the circuit network.
A direct output on the space platform of the spawn rate per asteroid would allow me to regulate the speed of my ships depending on their capability.
Alternatively a radar could output the rate.
A direct output on the space platform of the spawn rate per asteroid would allow me to regulate the speed of my ships depending on their capability.
Alternatively a radar could output the rate.