Search found 430 matches: Ships
Searched query: +Ships
- Fri Dec 19, 2025 9:01 am
- Forum: Ideas and Suggestions
- Topic: Maintenance to make ships with paths and rooms
- Replies: 3
- Views: 464
Re: Maintenance to make ships with paths and rooms
I think that with the hubs limitations, and the fact that most designs use belts in one way or the other, belts could be seen as paths, no? 
- Thu Dec 18, 2025 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance to make ships with paths and rooms
- Replies: 3
- Views: 464
Re: Maintenance to make ships with paths and rooms
There’s a reason they’re called space “platforms” and not space “ships”. They’re not really meant to be anything like traditional scifi spaceships, but rather factories with thrusters. They don’t even have a traditional hull, unless you place some stone walls and pretend they are one.
it's a game ...
- Wed Dec 17, 2025 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance to make ships with paths and rooms
- Replies: 3
- Views: 464
Re: Maintenance to make ships with paths and rooms
There’s a reason they’re called space “platforms” and not space “ships”. They’re not really meant to be anything like traditional scifi spaceships, but rather factories with thrusters. They don’t even have a traditional hull, unless you place some stone walls and pretend they are one.
- Tue Dec 16, 2025 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance to make ships with paths and rooms
- Replies: 3
- Views: 464
Maintenance to make ships with paths and rooms
TL;DR
Your idea in one sentence. Pictures are more worth than words.
I think Ships would look better if they had more empty space, paths rooms in them.
What?
What do you want to suggest
Introduce breakage and maintenance through some sort of repair robots that would require you to leave empty ...
Your idea in one sentence. Pictures are more worth than words.
I think Ships would look better if they had more empty space, paths rooms in them.
What?
What do you want to suggest
Introduce breakage and maintenance through some sort of repair robots that would require you to leave empty ...
- Tue Dec 02, 2025 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Disable damage alerts for specific spaceships/surfaces
- Replies: 2
- Views: 354
Re: Disable damage alerts for specific spaceships/surfaces
Ships "designed" to get damaged and continually repair themselves is similar to a defense wall on a planet which is continually supplied by repair packs. Seems like they'd both satisfy this desire to disable their damage warning, or neither.
Since the warning becomes kind of pointless in both cases ...
Since the warning becomes kind of pointless in both cases ...
- Tue Dec 02, 2025 9:05 am
- Forum: Ideas and Suggestions
- Topic: Disable damage alerts for specific spaceships/surfaces
- Replies: 2
- Views: 354
Disable damage alerts for specific spaceships/surfaces
Some spaceships get minor damage and that is totally acceptable. The ship is planned to repair such minimal damage.
The problem is, damage alerts get mixed with planet damage alerts from biters/etc, which are utterly important. No one has patience to constantly check the damage in this case, since 99 ...
The problem is, damage alerts get mixed with planet damage alerts from biters/etc, which are utterly important. No one has patience to constantly check the damage in this case, since 99 ...
- Sun Nov 30, 2025 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Research for +1 Landing Pads per Surface
- Replies: 25
- Views: 3701
Re: Add an infinite technology to increase Cargo Landing Pad limit
... imho, this use case would be very minor.
- You could export stuff to orbit and then import somewhere else on same planet
Aside from the fact that ships don't drop stuff that they are also requesting, you could just use a train to do same in more efficient and probably faster manner.
- It is ...
- You could export stuff to orbit and then import somewhere else on same planet
Aside from the fact that ships don't drop stuff that they are also requesting, you could just use a train to do same in more efficient and probably faster manner.
- It is ...
- Sat Nov 29, 2025 11:19 am
- Forum: Ideas and Suggestions
- Topic: Ship Building QOL Features
- Replies: 0
- Views: 231
Ship Building QOL Features
... for construction materials.].
Why?
Ship building is a pain in the ass, there is far too much clicking and mouse movement required for building ships from Blueprints.
This is especially true for adding quality parts, like I might have 3 epic crushers, but no, the game wants me to send up 10 when ...
Why?
Ship building is a pain in the ass, there is far too much clicking and mouse movement required for building ships from Blueprints.
This is especially true for adding quality parts, like I might have 3 epic crushers, but no, the game wants me to send up 10 when ...
- Wed Nov 19, 2025 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 51
- Views: 30983
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: 10296
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: 10296
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: 10296
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: 10296
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: 10296
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: 10296
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: 2026
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: 323
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: 824
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: 364
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: 364
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 ...