Search found 91 matches

by DeadMG
Sun Feb 16, 2025 5:19 pm
Forum: Ideas and Suggestions
Topic: Add acceleration to mech suit by default
Replies: 1
Views: 156

Add acceleration to mech suit by default

TL;DR
The mech suit should have a more physical handling with acceleration, rather than flat movement.

What?
The mech suit should start out moving slower, then accelerate quickly over time of use.

Why?
Using the mech suit with an inventory full of legendary legs to move fast is funny, but ...
by DeadMG
Sun Jan 12, 2025 11:17 am
Forum: Balancing
Topic: 1x1 containers have never been so inadequate as they are now
Replies: 16
Views: 1597

Re: 1x1 containers have never been so inadequate as they are now

Tentatively I'm going to say that they are simply not really needed. For quality, use robots; they can handle it far superior to any belt solution. Linked chests are much superior for train balancing. Large containers are, at best, a pretty minor convenience.
by DeadMG
Mon Dec 23, 2024 11:21 am
Forum: Modding interface requests
Topic: Support order in autoplace for tiles
Replies: 2
Views: 261

Support order in autoplace for tiles

Hey guys, currently I'm looking at making a mod where the player spawns with a few tiles, kinda like a Seablock-esque thing. The problem I'm encountering is that there's no way to make the starter tiles minable. This seems to be because the autoplace expression can only autoplace the top tile, not ...
by DeadMG
Tue Dec 10, 2024 4:10 pm
Forum: Ideas and Suggestions
Topic: Add more postgame research
Replies: 0
Views: 240

Add more postgame research

TL;DR
Add some researches with Prometheum science that are fun and motivate players to play longer

What?
Add a "post-game" progression that gives players more of a reward for sticking it out in the endgame. Mechanics, items, or other that are hard to get and make the game a bit different to ...
by DeadMG
Sat Dec 07, 2024 3:29 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 7
Views: 901

Re: Setting Parent Body for a SpaceLocation

I'd also like more control of the starmap, particularly it would be nice if it could be modified dynamically. I'm thinking of making a mod where certain events may re-arrange the starmap or block some locations
by DeadMG
Thu Dec 05, 2024 12:55 pm
Forum: Ideas and Suggestions
Topic: Add an alert for blocked undergrounds
Replies: 8
Views: 697

Re: Add an alert for blocked undergrounds


How would this distinguish from an underground that was placed too wide, or just a solo underground without a partner? Is this specifically only if they are blocked by lava? I feel like the display tips, and inability to create an underground by dragging already do a pretty good job of guarding ...
by DeadMG
Thu Dec 05, 2024 9:54 am
Forum: General discussion
Topic: Looking At Achievement Percentages...
Replies: 19
Views: 1973

Re: Looking At Achievement Percentages...


Perhaps I am naive about something coming up, but what mod is required to complete the game? Historically I don't use any mods until I have finished the vanilla game, and that is the case thus far.


None of them are required, but many of them make the game way more fun. I'm not the only one who ...
by DeadMG
Sun Dec 01, 2024 9:53 pm
Forum: Ideas and Suggestions
Topic: Add an alert for blocked undergrounds
Replies: 8
Views: 697

Add an alert for blocked undergrounds

TL;DR
When an underground pipe/belt is blocked because of lava/space/etc, display an alert, either locally or globally or both.

Why?
Currently it's easy to accidentally block your undergrounds. This can occur because the blueprint construction is only blocked if the actual tiles are blocked ...
by DeadMG
Sat Nov 30, 2024 11:26 pm
Forum: Gameplay Help
Topic: Jumpstarting Aquilo
Replies: 2
Views: 1822

Re: Jumpstarting Aquilo

100 solar panels and an eff module chemical plant melting ice you find in the rocks (or send down from orbit). I also used a nuclear reactor for kickstart; you can use a heating tower with pre-positioned fuel but the nuclear reactor seems so much better.
by DeadMG
Sat Nov 30, 2024 5:21 pm
Forum: General discussion
Topic: Dissapointed Space Age doesn't do Space correctly
Replies: 35
Views: 6937

Re: Dissapointed Space Age doesn't do Space correctly

I agree that this would basically turn Factorio into KSP, and I'm not necessarily complaining about more KSP (especially after disaster KSP2) but that's not what I expected when I bought Space Age.
by DeadMG
Thu Nov 28, 2024 12:22 am
Forum: Gameplay Help
Topic: Foundries instead of furnaces on Nauvis?
Replies: 9
Views: 5742

Re: Foundries instead of furnaces on Nauvis?


There probably is a window of time where it's useful to drop calcite from orbit for smelting steel and gears. But you quickly reach a point (with higher tier modules/beacons/prod tech) where ore is so plentiful and furnaces so fast, that taking an extra dependency on calcite isn't worth it.


It ...
by DeadMG
Tue Nov 26, 2024 12:28 pm
Forum: General discussion
Topic: Space Age is the worst game ever
Replies: 42
Views: 14805

Re: Space Age is too hard

Space Exploration is certainly harder than Space Age in total; SA doesn't really have anything as difficult as Arcospheres, or the secret ending. Gleba is the only planet that is a real challenge the first time you face it, and even then, it was not as hard.

- As Vinzenz said, the No Enemies ...
by DeadMG
Tue Nov 26, 2024 10:57 am
Forum: Gameplay Help
Topic: Using specialized structures off-planet
Replies: 6
Views: 1680

Re: Using specialized structures off-planet

You can ship Calcite or farm it in orbit after you've done Gleba, so Foundries give you an enormous productivity increase on Nauvis, Fulgora and some parts of Gleba too. The extra modules available for EMP/Foundry are also huge bonuses for Quality and some of the Foundry-specific recipes like LDS ...
by DeadMG
Sun Nov 24, 2024 4:39 pm
Forum: Ideas and Suggestions
Topic: Have quality seeds grow quality plants
Replies: 21
Views: 4192

Re: Quality Fruit From Quality Seeds

Additionally since you can turn fruits into flux, this would meean way more supply of legendary plastic/sulfur and copper/iron ore, which is probably not desirable. I'd maybe like some better quality fruit options but it's definitely a risky area. Quality modules in the agri tower may be nice but ...
by DeadMG
Sat Nov 23, 2024 11:17 am
Forum: Ideas and Suggestions
Topic: Ghost trains should occupy signals
Replies: 7
Views: 601

Re: Ghost trains should occupy signals

That is what I've been doing, but it breaks how construction robots should work- place and forget
by DeadMG
Sat Nov 23, 2024 10:46 am
Forum: Ideas and Suggestions
Topic: Ghost trains should occupy signals
Replies: 7
Views: 601

Re: Ghost trains should occupy signals

Kyralessa wrote: Thu Nov 21, 2024 3:41 pm But you could, like, start the ghost train on an exit-only siding instead of right in the middle of things.
This means you can't place a station, and a train that will service that station, in the same blueprint.
by DeadMG
Thu Nov 21, 2024 11:50 am
Forum: Ideas and Suggestions
Topic: Ghost trains should occupy signals
Replies: 7
Views: 601

Ghost trains should occupy signals

TL;DR
A ghost train should turn a signal red just like a real train

What?
Existing, real trains cannot enter blocks which have ghost trains in them.

Why?
Currently, placing ghost trains on tracks which are in use is pretty dodgy. Because the ghost train doesn't block the signal, you can get a lot ...
by DeadMG
Tue Nov 19, 2024 2:20 pm
Forum: Ideas and Suggestions
Topic: Add extra dangers for Vulcanus and Fulgora on deathworld
Replies: 1
Views: 502

Add extra dangers for Vulcanus and Fulgora on deathworld

TL;DR
Make running away off Nauvis to Vulcanus/Fulgora not such an easy win on deathworld

What?
Vulcanus/Fulgora should gain some planet-specific difficulty modifiers. These can be disabled in all presets except deathworld. For Vulcanus I might suggest demolishers that spawn and attack you ...

Go to advanced search