Search found 992 matches
- Sun Mar 02, 2025 5:37 pm
- Forum: General discussion
- Topic: Quality kills trains?
- Replies: 9
- Views: 1189
Re: Quality kills trains?
To me pipeline are only easy to use when you have a single fluid in them, but if you have 2, usually people do separate pipelines, and that takes as much room as a rail track, but on a rail track you can have more than 2 ressources going easily.
It's not about the width of the rail, but the area ...
- Sun Mar 02, 2025 10:15 am
- Forum: General discussion
- Topic: Quality kills trains?
- Replies: 9
- Views: 1189
Re: Quality kills trains?
Trains have always been limited in their own way.
For example in many speedrun categories trains don't appear at all, because it's cheaper and faster to just use belts.
In Space Age trains aren't upgraded much other than elevated rail and quality fuel, but belts are upgraded a lot, and so is the ...
For example in many speedrun categories trains don't appear at all, because it's cheaper and faster to just use belts.
In Space Age trains aren't upgraded much other than elevated rail and quality fuel, but belts are upgraded a lot, and so is the ...
- Sat Feb 15, 2025 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Add "read belt length" circuit option
- Replies: 4
- Views: 261
Re: Add "read belt length" circuit option
I agree that this would be handy.
- Fri Feb 14, 2025 8:13 am
- Forum: Gameplay Help
- Topic: [SA] Where to make purple science in late game?
- Replies: 3
- Views: 356
Re: [SA] Where to make purple science in late game?
I do it on Vulcanus.
The plastic isn't a problem, while initially plastic is problematic, once you're doing proper coal liquefaction and are stacking productivity bonuses the coal consumption becomes a non-issue.
The productivity bonuses can be optimized by using Biochambers for the heavy and ...
The plastic isn't a problem, while initially plastic is problematic, once you're doing proper coal liquefaction and are stacking productivity bonuses the coal consumption becomes a non-issue.
The productivity bonuses can be optimized by using Biochambers for the heavy and ...
- Fri Jan 31, 2025 12:00 am
- Forum: Technical Help
- Topic: Solved already, but Factorio successfully identified that I had failing hardware (Linux)
- Replies: 3
- Views: 435
Solved already, but Factorio successfully identified that I had failing hardware (Linux)
So kind of don't need help anymore, but still want to make a post because actually diagnosing the issue was a bit of a saga, and posting for issue SEO. I learned some things.
Basically after I installed Space Age, Factorio started having checksum errors when loading PNG files, or occasionally zip ...
Basically after I installed Space Age, Factorio started having checksum errors when loading PNG files, or occasionally zip ...
- Wed Jan 29, 2025 7:15 pm
- Forum: Gameplay Help
- Topic: Debuggering the mystery of flamethrower damage.
- Replies: 0
- Views: 308
Debuggering the mystery of flamethrower damage.
Flamethrower damage and resists have always been a bit of a mystery to me, in particular the "breakpoints" where Tanks and Trains take dramatically more damage.
The raws (namely fire.lua) give a lot of information, but not all.
First for completeness, let's start with the easy two (base damage ...
The raws (namely fire.lua) give a lot of information, but not all.
First for completeness, let's start with the easy two (base damage ...
- Mon Jan 27, 2025 5:18 pm
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 131
- Views: 29043
Re: Space Platforms
The best worst ship I actually use.
Screenshot From 2025-01-27 18-15-00.png
It's actually a "Biter ship" I posted to reddit , except with the legs removed.
It's not particulary capable, though with 5 electric furnaces it's not terrible in terms of trip frequency mainly held back by the low ...
Screenshot From 2025-01-27 18-15-00.png
It's actually a "Biter ship" I posted to reddit , except with the legs removed.
It's not particulary capable, though with 5 electric furnaces it's not terrible in terms of trip frequency mainly held back by the low ...
- Mon Jan 27, 2025 11:49 am
- Forum: Gameplay Help
- Topic: Allow using blueprints/planners remotely
- Replies: 9
- Views: 1398
Re: Allow using blueprints/planners remotely
I agree with OP that blueprint shortcuts should be usable remotely, and yes I know about the BP library.
It's weird because if there's a "local" blueprint, you can still tediously go to its location, open it, make a copy of it and use that copy. They can't be used remotely, but they can be copied ...
It's weird because if there's a "local" blueprint, you can still tediously go to its location, open it, make a copy of it and use that copy. They can't be used remotely, but they can be copied ...
- Sat Jan 25, 2025 10:12 am
- Forum: General discussion
- Topic: Gleba's evolution doesn't serve any purpose currently
- Replies: 12
- Views: 1781
Re: Gleba's evolution doesn't serve any purpose currently
Artillery is not a requirement for Gleba.
The minimum requirement to have a good time on Gleba is actually the Tank, with normal cannon shells. It will take medium and even big stompers with relative ease. It is adequate for destroying their nests. It's really helpful for the Tank to have some ...
The minimum requirement to have a good time on Gleba is actually the Tank, with normal cannon shells. It will take medium and even big stompers with relative ease. It is adequate for destroying their nests. It's really helpful for the Tank to have some ...
- Thu Jan 23, 2025 7:35 am
- Forum: Gameplay Help
- Topic: Trigger launch without logistics?
- Replies: 1
- Views: 235
Re: Trigger launch without lostics?
No.
A rocket will only automatically launch if it's full with a single kind of item, and a platform is requesting that type of item (the rocket doesn't have to be fully full with that item, merely meet the minimum launch threshold for the request).
It doesn't matter whether the rocket silo was ...
A rocket will only automatically launch if it's full with a single kind of item, and a platform is requesting that type of item (the rocket doesn't have to be fully full with that item, merely meet the minimum launch threshold for the request).
It doesn't matter whether the rocket silo was ...
- Thu Jan 23, 2025 7:32 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 58
- Views: 17245
Re: Auto-launching of mixed rockets
All I'd want is a change to the automatic launching of rockets set for manual loading.
Namely if the rocket is completely full, and a platform is requesting everything in the rocket, then it'll launch.
This won't make everyone happy, but would cover common cases like loading a rocket with mixed ...
Namely if the rocket is completely full, and a platform is requesting everything in the rocket, then it'll launch.
This won't make everyone happy, but would cover common cases like loading a rocket with mixed ...
- Tue Jan 21, 2025 8:25 am
- Forum: General discussion
- Topic: Is there an endgame-balance for planets ?
- Replies: 13
- Views: 6910
Re: Is there an endgame-balance for planets ?
Of course the problem with this balance is that people first trying Space Age, if they're anything like me, will look at the tech tree and choose Gleba for those bonuses, and then wonder why they ever left Nauvis.
Do people not look at the planet tips and see the big uglies skittering and ...
- Tue Jan 21, 2025 7:22 am
- Forum: Gameplay Help
- Topic: Am I stuck on Gleba?
- Replies: 8
- Views: 724
Re: Am I stuck on Gleba?
Not stuck. What you need to do is scrounge together the materials to make a Tank. Put rocket fuel in it and either yellow or red ammo. Now you have the mobility and firepower required to destroy egg rafts and put an end to the harassment. In fact, you may want to make more than one Tank, and park ...
- Sat Jan 18, 2025 11:41 am
- Forum: Gameplay Help
- Topic: Advanced item request for space platforms
- Replies: 6
- Views: 1116
Re: Advanced item request for space platforms
That's really close but I before the first rocket hit the platform the next one will lunch from the same silo ate inserter will put at least one item in it. This will cause the platform to wait for a second rocket and then the third etc... Is there a way to stop the inserter from entering anything ...
- Thu Jan 16, 2025 2:05 pm
- Forum: Gameplay Help
- Topic: Advanced item request for space platforms
- Replies: 6
- Views: 1116
Re: Advanced item request for space platforms
"How to automate space platform to request all available items of a given type and then leave the planet immediately after receiving first rocket shipment of it."
(Plus it would be nice if a space platform could also recognise when there are no available items and leave the planet immediately but ...
- Wed Jan 15, 2025 7:23 pm
- Forum: Gameplay Help
- Topic: Remote restart of Gleba?
- Replies: 7
- Views: 837
Re: Remote restart of Gleba?
I slap down 1-2 MW of solar (like 30-60 panels), this ensures there's at least a trickle of electricity to keep the Roboports active.
As long as the roboports are active you can use ghost cursor to order the construction bots to move some spoilage around.
In order to avoid "circular dependencies ...
As long as the roboports are active you can use ghost cursor to order the construction bots to move some spoilage around.
In order to avoid "circular dependencies ...
- Wed Jan 15, 2025 5:25 pm
- Forum: Gameplay Help
- Topic: In remote view, try to remove some inventory from the spidertron, no robor come to pick up
- Replies: 10
- Views: 863
Re: In remote view, try to remove some inventory from the spidertron, no robor come to pick up
Actually the original construction bots in that botport had been destroyed by the worm and I just try to use the spidertron to replenish that.
Construction bots specifically can't be delivered by ghost cursor orders. You have to use some roundabout scheme involving trash orders, logistic bots ...
- Tue Jan 14, 2025 3:07 pm
- Forum: Gameplay Help
- Topic: Deathworld-Questions in Space Age
- Replies: 7
- Views: 1444
Re: Deathworld-Questions in Space Age
so my plan for the next hours is:
1.) Expanding and build walls between the lakes, at first to the north and west
Looks good. I'd agree with claiming the entirety of the North, it's the obvious area which has large coastlines and chokepoints.
2.) Build other walls... so without stone ...
- Tue Jan 14, 2025 7:38 am
- Forum: Gameplay Help
- Topic: Deathworld-Questions in Space Age
- Replies: 7
- Views: 1444
Re: Deathworld-Questions in Space Age
I've done two maximized enemies deathworlds in Space Age.
The difficulty will depend substantially on the map, with the degree of forestation, layout of the water, and the ease of access of oil and additional iron.
Transition away from Burner drills to Electric drills ASAP, then tear down or ...
The difficulty will depend substantially on the map, with the degree of forestation, layout of the water, and the ease of access of oil and additional iron.
Transition away from Burner drills to Electric drills ASAP, then tear down or ...
- Fri Jan 10, 2025 8:25 am
- Forum: Balancing
- Topic: Gleba is very broken, if you aren't a speedrunner
- Replies: 17
- Views: 2438
Re: Gleba is very broken, if you aren't a speedrunner
Not here to flex or anything. Just curious about how so many people seem to have had a completely different experience.
The experience of Gleba depends a lot on prep. The more stuff you bring, the easier it is. At the moment Gleba is the first planet for speedrunners, because they have ...