Search found 430 matches: Ships

Searched query: +Ships

by aka13
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? ;)
by Stargateur
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 ...
by CyberCider
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.
by imTheSupremeOne
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 ...
by evanrinehart
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 ...
by dabalciunas
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 ...
by Amelek
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 ...
by Dogmai
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 ...
by KBarry
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 ...
by mmmPI
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 ...
by RockPaperKatana
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 ...
by CyberCider
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 ...
by h.q.droid
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 ...
by RockPaperKatana
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 ...
by Shadowhawk
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 ...
by juliawtapp
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 ...
by NexGenration
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?"
by coffee-factorio
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 ...
by eugenekay
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 ...
by Green Cat
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 ...

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