Search found 422 matches: Ships
Searched query: +Ships
- Wed Nov 19, 2025 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 51
- Views: 28232
Sending objects between space platforms
... an interrupt to send when it’s requested, or you need to centralize them and launch to space a second time. If instead you could transfer between ships then you could have say a Vulcans and gleba dedicated ship which has requests for the other, but both only travel to Nauvis and could serve as a ...
- Fri Nov 07, 2025 2:43 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8504
Re: Make promethium spoil, and quickly
... washing.
Promethium science packs used to spoil, it's unlikely it comes back, nor on the chunks themselves imo.
Fast, immediate-to-science ships are already more efficient than belt storage ships for 10k+ SPM. At this scale (5000+ tons), ship weight becomes the limiting factor of speed. Belt ...
Promethium science packs used to spoil, it's unlikely it comes back, nor on the chunks themselves imo.
Fast, immediate-to-science ships are already more efficient than belt storage ships for 10k+ SPM. At this scale (5000+ tons), ship weight becomes the limiting factor of speed. Belt ...
- Thu Nov 06, 2025 4:28 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8504
Re: Make promethium spoil, and quickly
... while being about 6x as effective as not using it. Giving them spoil time would make vastly different builds more interesting, as more aspects of ships would matter instead of only size and belt density now, such as platform speed (both short term burst speed to arrive at high density promethium ...
- Thu Nov 06, 2025 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8504
Re: Make promethium spoil, and quickly
... quite have a full understanding of space platform mechanics, because at the time Space Age had only released recently. I made it with the idea that ships could be increasingly made faster by making them smaller, aka more space efficient, aka higher quality and more cleverly designed. However, this is ...
- Thu Nov 06, 2025 8:10 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8504
Re: Make promethium spoil, and quickly
... while being about 6x as effective as not using it. Giving them spoil time would make vastly different builds more interesting, as more aspects of ships would matter instead of only size and belt density now, such as platform speed (both short term burst speed to arrive at high density promethium ...
- Thu Nov 06, 2025 6:55 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8504
Re: Make promethium spoil, and quickly
... while being about 6x as effective as not using it. Giving them spoil time would make vastly different builds more interesting, as more aspects of ships would matter instead of only size and belt density now, such as platform speed (both short term burst speed to arrive at high density promethium ...
- Mon Nov 03, 2025 7:11 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8504
Re: Make promethium spoil, and quickly
... collect the prometium.
Or you can combine the 2 solutions.
Though really it hardly mathers in a single player game. If people like to make huge ships and beltweave so they can store a little prometium on it sure. Its inefficient to do it that way. But since resoures are infinite you can make ...
Or you can combine the 2 solutions.
Though really it hardly mathers in a single player game. If people like to make huge ships and beltweave so they can store a little prometium on it sure. Its inefficient to do it that way. But since resoures are infinite you can make ...
- Mon Oct 13, 2025 7:32 am
- Forum: Ideas and Suggestions
- Topic: More intelligent Rocket auto-launch
- Replies: 9
- Views: 1686
Re: More intelligent Rocket auto-launch
... rocket productivity. I just end up building more rocket silos because rockets are cheap and easy to supply with logi, and why wouldn't I want new ships / outgoing cargo to be delivered faster?
I also use them for more than just science packs, so I don't have to set up a mall on every single planet ...
I also use them for more than just science packs, so I don't have to set up a mall on every single planet ...
- Wed Oct 08, 2025 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Allow us to block/allow silos from sending specific items to space via circuits
- Replies: 2
- Views: 237
Allow us to block/allow silos from sending specific items to space via circuits
... swing by and grab ALL the red chips
Why?
It would vastly increase how much control we have over resource management, especially on Fulgora where resource inputs aren't deterministic, but without breaking the immersion of "how do the ships wirelessly know not to request this item right now?"
Why?
It would vastly increase how much control we have over resource management, especially on Fulgora where resource inputs aren't deterministic, but without breaking the immersion of "how do the ships wirelessly know not to request this item right now?"
- Tue Oct 07, 2025 12:30 am
- Forum: Ideas and Suggestions
- Topic: quality rebalanced
- Replies: 3
- Views: 596
Re: quality rebalanced
... quality lds and proc.units. The same parts are also parts for the crafting stations on space platforms. So you see a space savings, not on all your ships (I very deliberately made a class of freighters at normal quality I could promise to a shipping lane). But on one or two that you send to solve ...
- Tue Sep 23, 2025 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Space age: Space rework -> space is a surface
- Replies: 1
- Views: 275
Re: Space age: Space rework -> space is a surface
... 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 ...
The simple Technical Implementation reason is that each Platform Hub starts at position 0,0 (center of Map coordinates). Moving a given ...
- Tue Sep 23, 2025 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Space age: Space rework -> space is a surface
- Replies: 1
- Views: 275
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: 8740
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: 232
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: 1319
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: 1319
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: 616
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: 828
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: 828
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: 723
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