This is my design to take only the two native Fulgora resources (scrap and heavy oil) and turn them into rocketships full of EM potions. Here are the factory specs: (my scrap recycling tech is at level 25)
Inputs: two fully stacked belts of scrap (480/s) and two ports for heavy oil (<500/s each ...
Search found 16 matches
- Sun Jul 12, 2026 12:02 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final Fulgora EM potion plant
- Replies: 0
- Views: 315
- Fri Jul 10, 2026 12:18 am
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 65
- Views: 18557
Re: [raiguard][2.1.8] Fluid is not shared evenly
non-sucking machines could simply be treated as a pipeline segment with an internal buffer size large enough to hold at least one (or even more) craft's worth of fluid. This would solve the issue of lacking a crafting buffer while keeping the pass-through connection fully operational.The only ...
- Tue Jul 07, 2026 11:22 am
- Forum: Gameplay Help
- Topic: Dealing with Fulgora Concrete in 2.1
- Replies: 11
- Views: 2093
Re: Dealing with Fulgora Concrete in 2.1
No, the problem is the Concrete itself taking way too long to break down. 33 Concrete/s vs. 900 in with the old Hazard Concrete setup in the same footprint.
I have managed to circumvent my issue by just using Concrete Text Plates. Relying on a mod crafting recipe feels like cheating but I'd ...
- Tue Jun 30, 2026 6:14 pm
- Forum: Gameplay Help
- Topic: Spoiled priority not working (apparently) on stack inserter
- Replies: 5
- Views: 778
Re: Spoiled priority not working (apparently) on stack inserter
Thanks. That is the thread I was looking for .. I must have missed it while scanning the matches on my forum search.jdrexler75 wrote: Mon Jun 29, 2026 4:06 pm Probably this: Re: [2.0.32] Inserter Spoiled Priority setting not respected when taking items from Cargo Landing Pad
- Tue Jun 30, 2026 6:07 pm
- Forum: Gameplay Help
- Topic: Spoiled priority not working (apparently) on stack inserter
- Replies: 5
- Views: 778
Re: Spoiled priority not working (apparently) on stack inserter
Also general advice: dont use a stack inserter for that. Even if it worked as intended, it would be left with up to 15 biter eggs in its hand as it does not swing without a full stack. There are some circuit automation to make it drop that last bit, but I dont quite know how.
Thanks. Note that ...
- Mon Jun 29, 2026 1:44 pm
- Forum: Gameplay Help
- Topic: Dealing with Fulgora Concrete in 2.1
- Replies: 11
- Views: 2093
Re: Dealing with Fulgora Concrete in 2.1
Hmmm .. it says hazard concrete recycles into the *ingredients for concrete* .. so stone bricks and iron ore. Did they change the recycling speed too, or will recycling hazard concrete dump those raw ingredients much faster than for concrete? If so, that's probably got a manageable workaround ...
- Mon Jun 29, 2026 12:11 pm
- Forum: Gameplay Help
- Topic: Platform gets much more items from a planet than requested
- Replies: 3
- Views: 554
Re: Platform gets much more items from a planet than requested
Rockets fly up completely filled by default. If you set the upper limit to be equal to the lower limit in the request, then any excess items will be dropped back down to the planet before you depart to your next destination.
- Sun Jun 28, 2026 10:43 pm
- Forum: Gameplay Help
- Topic: Spoiled priority not working (apparently) on stack inserter
- Replies: 5
- Views: 778
Spoiled priority not working (apparently) on stack inserter
I have a stack inserter that I use to toss expiring biter eggs on my promethium ship so I don't get overrun. It is enabled by a countdown timer, and I just noticed that it doesn't respect the "spoiled first" priority that I have set (see image). No matter which options I select (including switching ...
- Fri May 29, 2026 6:42 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2115
- Views: 1186014
Re: Simple Questions and Short Answers
Does having a higher quality ag-tower yield ANY benefit? There is nothing in the wiki or in-game help that I can find (other than increased hit points), but somewhere online (reddit?) it said that higher quality ag towers lower spore production, with legendary towers producing only 2.5 per harvested ...
- Tue Mar 17, 2026 7:25 pm
- Forum: Gameplay Help
- Topic: Is space mining for legendary raw resources still competitive?
- Replies: 2
- Views: 1012
Re: Is space mining for legendary raw resources still competitive?
there is no such thing as a asteroid recycling loophole that got closed you can use space mining, it's competitive if you don't have much mining productivity
I must be losing my mind. I thought for sure they I had read about them taking out the ability to place quality modules in crushers when ...
- Tue Mar 17, 2026 12:27 pm
- Forum: Gameplay Help
- Topic: Is space mining for legendary raw resources still competitive?
- Replies: 2
- Views: 1012
Is space mining for legendary raw resources still competitive?
I am currently trying to make an "all legendary" factory hub before making a "promethium push", and it's brutal trying to feed it resources so far. I have some pretty efficient designs for some things (iron, copper, steel, stone), but others are excruciatingly slow .. particularly the ones based on ...
- Mon Feb 09, 2026 4:49 pm
- Forum: Gameplay Help
- Topic: When does train interrupt status get updated?
- Replies: 5
- Views: 1702
Re: When does train interrupt status get updated?
Thanks .. always fun to "discover" a truth that everyone else has known for ages :lol:
Your design is interesting ... I have always unloaded my ore trains directly into smelting stations, rather than having a combined ore depot like that. Are you belting the ore to where it is needed? Seems like ...
Your design is interesting ... I have always unloaded my ore trains directly into smelting stations, rather than having a combined ore depot like that. Are you belting the ore to where it is needed? Seems like ...
- Mon Feb 09, 2026 3:12 pm
- Forum: Gameplay Help
- Topic: When does train interrupt status get updated?
- Replies: 5
- Views: 1702
Re: When does train interrupt status get updated?
I am trying to get an interrupt to trigger when a train has been routed to the shunting station but has not yet arrived because it is stopped in a stacker. I am trying to create a "deshunt" condition that will cancel the temporary stop at the shunting station and re-route the train to an ...
- Sun Feb 08, 2026 5:53 pm
- Forum: Gameplay Help
- Topic: When does train interrupt status get updated?
- Replies: 5
- Views: 1702
When does train interrupt status get updated?
I am trying to design an interrupt sequence for generic trains to go to/leave a shunting yard, and I am having issues with my design. I am trying to get an interrupt to trigger when a train has been routed to the shunting station but has not yet arrived because it is stopped in a stacker. I am ...
- Sat Feb 07, 2026 11:36 pm
- Forum: Not a bug
- Topic: [2.0.14] Circuit condition trigger for interrupts will never fire
- Replies: 11
- Views: 5819
Re: [2.0.14] Circuit condition trigger for interrupts will never fire
Would like to point out that this is a bug still.
It's not a bug. Circuit conditions in interrupts are a red herring and should never be used because circuit conditions are only valid when a train is stopped normally at a train stop and interrupts happen at any point during a trains life ...
- Sat Jan 16, 2021 12:21 am
- Forum: Gameplay Help
- Topic: research queue not enabled after beating game
- Replies: 2
- Views: 1681
research queue not enabled after beating game
I just finished my first run through, and had a gleeful time making all sorts of silly mistakes before finally managing to launch my rocket and get the "Smoke me a kipper" achievement. I have since started another run where I will do everything PERFECTLY (yeah, right!), and I just went to queue up ...