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 ...
Search found 399 matches: Ships
Searched query: +Ships
- 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
- 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 ...
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: 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.
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: 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 ...
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: 654
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: 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 ...
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: 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.
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.
- 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 ...
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 ...
- 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 ...
So what do ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
If this was an actual game change rather than a mod, it wouldn't be a popularity contest
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
As you say, it's something that only happens rarely, so it doesn't sound ...
- 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 ...
As you say, it's something that only happens rarely, so it doesn't sound ...