TL;DR
One icon to combine all 4 inner planets (Nauvis, Vulcanus, Fulgora, Gleba) to use when naming ships (or any other entities you wish)
What?
When setting up ship logistics, lots of players use icons to name their ships. This helps them easily use image cues to quickly determine what each ...
Search found 435 matches: Ships
Searched query: +Ships
- Mon Apr 06, 2026 4:53 pm
- Forum: Ideas and Suggestions
- Topic: Icon for all inner planets for ship naming
- Replies: 0
- Views: 222
- Fri Apr 03, 2026 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
- Replies: 57
- Views: 4701
Re: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
... would had to be balanced due to this. Someone forgot that this change would lead to balancing asterodis casue some people use steam power to fuel ships in space
Just to make this explicit....
The thread has given explicit examples of real world use cases that relied on the boiler/heat exchanger ...
Just to make this explicit....
The thread has given explicit examples of real world use cases that relied on the boiler/heat exchanger ...
- Fri Apr 03, 2026 11:58 am
- Forum: Ideas and Suggestions
- Topic: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
- Replies: 57
- Views: 4701
Re: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
... any change cause someone has problem that it is already solvable by already existing things and this blaancing would change other things that would had to be balanced due to this. Someone forgot that this change would lead to balancing asterodis casue some people use steam power to fuel ships in space
- Fri Feb 27, 2026 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Request for Maritime logistics
- Replies: 7
- Views: 2342
Re: Request for Maritime logistics
I'm a teacher in Logistics and I talked about this with my colleagues (introducing ships into Factorio). But I argued that mechanically, it would be very similar to trains. In your opinion, how would ships differ from trains logistically?
Cargo ships could be much slower than trains, but able to ...
- Thu Feb 26, 2026 5:13 am
- Forum: Ideas and Suggestions
- Topic: Platform/Planet specific stats
- Replies: 0
- Views: 218
Platform/Planet specific stats
So I am currently building space ships, and there is of course the approach of crunching numbers and calculating everything.
However it got me thinking after improving some non-obvious details (How much does removing mass improve the ships performance?) that we'd want to actually see the numbers.
So ...
However it got me thinking after improving some non-obvious details (How much does removing mass improve the ships performance?) that we'd want to actually see the numbers.
So ...
- Fri Dec 19, 2025 9:01 am
- Forum: Ideas and Suggestions
- Topic: Maintenance to make ships with paths and rooms
- Replies: 3
- Views: 720
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: 720
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: 720
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: 720
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: 600
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: 600
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: 5646
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: 332
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: 35334
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: 13190
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: 13190
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: 13190
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: 13190
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: 13190
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: 13190
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 ...