Search found 399 matches: Ships

Searched query: +Ships

by mikehendi
Thu Jun 26, 2025 8:57 am
Forum: Ideas and Suggestions
Topic: Space Platform specific: Allow chunk generation by blueprint ghosts
Replies: 0
Views: 154

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 ...
by sarfact
Wed Jun 25, 2025 4:22 pm
Forum: Ideas and Suggestions
Topic: Vehicle suggestions
Replies: 7
Views: 2822

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 ...
by Ned Coates
Tue Jun 17, 2025 2:16 am
Forum: Ideas and Suggestions
Topic: Space Plateform Sorting
Replies: 0
Views: 102

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.
by undertow_
Sat Jun 14, 2025 9:48 pm
Forum: Ideas and Suggestions
Topic: Promethium science Pack Requirement Adjustment
Replies: 0
Views: 210

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 ...
by konage
Wed Jun 11, 2025 12:19 pm
Forum: Ideas and Suggestions
Topic: Allow to set turret filters per groups/properties
Replies: 4
Views: 654

Re: Allow to set turret filters per groups/properties

+1, very relevant for prom ships too
by pantabo1
Fri May 16, 2025 4:21 pm
Forum: Ideas and Suggestions
Topic: Make railguns not hit opened gates
Replies: 2
Views: 330

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 ...
by das-Iro
Tue May 13, 2025 6:52 am
Forum: Ideas and Suggestions
Topic: Asteroid spawning rate as output from space platform
Replies: 1
Views: 279

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.
by md204
Tue May 13, 2025 6:45 am
Forum: Ideas and Suggestions
Topic: Also show turret range for 'ghost' turrets
Replies: 1
Views: 276

Also show turret range for 'ghost' turrets

... 2.0.48 added Show existing turrets' radius when holding a turret to be built which is really helpful when designing base defences.

When designing ships however, I normally first place ghosts for everything, before I tell the platform to request the materials from the planet below. Having the turret ...
by eugenekay
Sat Apr 26, 2025 1:52 am
Forum: Ideas and Suggestions
Topic: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age
Replies: 39
Views: 3044

Re: Make Solar Energy Research a Prerequisite for Rocket Silo Research in Space Age

... the "wrong thing" - which I liked - but the Design was there all along to guide me to the right goal, which I ultimately found. I have since built ships which can travel to the Shattered Planet without using Rockets at all , but that was now an intentional choice of mine to do it wrong.

So what do ...
by konage
Mon Apr 21, 2025 7:09 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... of his responses) about not changing the resistance specifically (rather than the targeting algorithm itself) because of meme nuke explosive/laser ships (which to me even if the resistance suggestion went through, I still think its worth over the meme ships, so I think its not a strong enough ...
by konage
Sat Apr 19, 2025 8:29 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... before responding till it does, or you just have never made a prom ship.


My point is that if your change is pushed onto the game, there will be ships that start failing because their average output damage will be lowered.

And then those players will come and explain to you that you must be ...
by mmmPI
Sat Apr 19, 2025 8:19 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... before responding till it does, or you just have never made a prom ship.


My point is that if your change is pushed onto the game, there will be ships that start failing because their average output damage will be lowered.

And then those players will come and explain to you that you must be ...
by mmmPI
Sat Apr 19, 2025 8:00 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... like you couldn't see them, and i provided the one i had, and another one later.



you say 'niche case' yet you argue about nukes for prom ships? I guarantee you there are at least 100x more people who would forgo nukes for huge asteroids over less damage to their prom ships so that they can ...
by konage
Sat Apr 19, 2025 7:50 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... priority issue + people who won't consider this "cheating" just cause its a mod (or who prefer using nukes in space, which I guess all your prom ships do).

If this was an actual game change rather than a mod, it wouldn't be a popularity contest


The popularity is not the #1 argument, with your ...
by mmmPI
Sat Apr 19, 2025 7:20 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... priority issue + people who won't consider this "cheating" just cause its a mod (or who prefer using nukes in space, which I guess all your prom ships do).

If this was an actual game change rather than a mod, it wouldn't be a popularity contest


The popularity is not the #1 argument, with your ...
by konage
Sat Apr 19, 2025 6:11 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... learnt of the mod + people who understand the targeting priority issue + people who won't consider this "cheating" just cause its a mod (or who prefer using nukes in space, which I guess all your prom ships do).

If this was an actual game change rather than a mod, it wouldn't be a popularity contest
by konage
Fri Apr 18, 2025 9:13 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... Also the biter attack triggers are manageable in multiple ways.

Your example is a problem that occur 1 every 7 million huge asteroid on certain ships designs and is also manageable in multiple ways (more turrets , slowing down, different ammos, different priorities , ship design and so on ). That ...
by mmmPI
Fri Apr 18, 2025 9:04 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... Also the biter attack triggers are manageable in multiple ways.

Your example is a problem that occur 1 every 7 million huge asteroid on certain ships designs and is also manageable in multiple ways (more turrets , slowing down, different ammos, different priorities , ship design and so on ). That ...
by konage
Fri Apr 18, 2025 5:45 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... promethium ship and I've never had an issue. Which doesn't mean there never would be one, but so far after 104 completed trips it's worked. And on ships I've taken to the shattered planet I'd have even more, and it's worked.

As you say, it's something that only happens rarely, so it doesn't sound ...
by quineotio
Fri Apr 18, 2025 5:32 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 54
Views: 3808

Re: Change huge asteroid explosive resistance to 100%

... promethium ship and I've never had an issue. Which doesn't mean there never would be one, but so far after 104 completed trips it's worked. And on ships I've taken to the shattered planet I'd have even more, and it's worked.

As you say, it's something that only happens rarely, so it doesn't sound ...

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