Search found 47 matches
- Thu Dec 05, 2024 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Specify destination inventory for inserters
- Replies: 6
- Views: 760
Re: Specify destination inventory for inserters
This seems like it'd be a weird interaction to try and handle from the inserters. Like, the UI would have an extra checkmark only for inserters, and the inserter needs to detect if it's pointed at a rocket silo. Maybe have a separate building that's for loading cargo into spaceships instead? I ...
- Wed Nov 27, 2024 11:40 pm
- Forum: Ideas and Suggestions
- Topic: Posibility to take and and add items to the Cargo Bay
- Replies: 31
- Views: 7341
Re: Posibility to take and and add items to the Cargo Bay
Building a ship that can produce as much as its using right off the bat is almost impossible. I have 26+ electric smelters, with speed 3 modules in them, and I'm still not making iron plates fast enough to keep up with my ammo usage. If I didn't have a buffer to help me test my actual ...
- Tue Nov 26, 2024 2:06 pm
- Forum: Ideas and Requests For Mods
- Topic: Spawning biter nests
- Replies: 4
- Views: 1277
Re: Spawning biter nests
A mod will disable Steam Achievements. I was under the impression that disabling enemies would also disable Steam Achievements. In the past, I've just disabled pollution spread which keeps them out of your hair and would still allow you to capture the nests.
For your scenario, I don't see a way to ...
For your scenario, I don't see a way to ...
- Tue Nov 26, 2024 1:58 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Space Age, Single planet experience
- Replies: 0
- Views: 987
[IDEA] Space Age, Single planet experience
I wasn't sure if I should add this to another thread, or create a new one as it's a different take on what others have suggested. As with others, this isn't a request itself, but rather an idea that I don't yet know if it's possible to balance correctly.
Other threads/mods:
- Space-less Age ...
Other threads/mods:
- Space-less Age ...
- Tue Nov 26, 2024 11:14 am
- Forum: Ideas and Suggestions
- Topic: Posibility to take and and add items to the Cargo Bay
- Replies: 31
- Views: 7341
Re: Posibility to take and and add items to the Cargo Bay
Building a ship that can produce as much as its using right off the bat is almost impossible. I have 26+ electric smelters, with speed 3 modules in them, and I'm still not making iron plates fast enough to keep up with my ammo usage. If I didn't have a buffer to help me test my actual production ...
- Mon Nov 25, 2024 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Posibility to take and and add items to the Cargo Bay
- Replies: 31
- Views: 7341
Re: Posibility to take and and add items to the Cargo Bay
This is just my 2 cents, but who the hell cares if you can teleport items with the cargo bays? Your production limit will always be your bottleneck, not the inability to move items to the turrets/factories, so who cares that you can teleport items? Also belts are cheaper and smaller than cargo ...
- Mon Nov 25, 2024 12:16 pm
- Forum: Balancing
- Topic: barrels balance
- Replies: 4
- Views: 697
Re: barrels balance
I've been using barrels for cold Fluoroketone in Space Age. In fact, I don't think you could get by without them.
- Mon Nov 25, 2024 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Space platform - Circuit connection distance / Electric poles
- Replies: 0
- Views: 184
Space platform - Circuit connection distance / Electric poles
TL;DR
Longer range for circuit connections in space
Remove automatic copper connection for electric poles in space
What?
Vastly increase the maximum connection distance for circuits in space - Both for electric poles and direct machine interconnection.
Also, remove automatic copper ...
Longer range for circuit connections in space
Remove automatic copper connection for electric poles in space
What?
Vastly increase the maximum connection distance for circuits in space - Both for electric poles and direct machine interconnection.
Also, remove automatic copper ...
- Mon Nov 25, 2024 12:02 pm
- Forum: Ideas and Suggestions
- Topic: Include "Even distributiuon" and "Rate calculator" mods in base game
- Replies: 4
- Views: 875
Re: Include "Even distributiuon" and "Rate calculator" mods in base game
I certainly agree with the rate calculator mod being brought into the base game, especially with the impact of quality on machines and modules - It gets very difficult to work out what you need without an external calculator.
I would also add, regarding the built-in input/output rate meter there's ...
I would also add, regarding the built-in input/output rate meter there's ...
- Thu Oct 24, 2024 5:57 pm
- Forum: Ideas and Suggestions
- Topic: Logistics Requests Via Circuits - Multipler
- Replies: 0
- Views: 475
Logistics Requests Via Circuits - Multipler
For requester chests, you can set the requests via circuits. Assemblers can now also output the required ingredients via circuits, therefore you can simply connect them together and along with parameterisable blueprints, a mall blueprint is very easy.
The issue is that there's no nice way to add a ...
The issue is that there's no nice way to add a ...
- Fri Oct 18, 2024 8:39 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 36535
Re: Friday Facts #433 - Liftoff Initiated
Everyone is happy that you are finally close to the release, and I join them.
I am sad that you abandoned the old sandbox, and I will look for options to return it, preserving the advantages of space age,
Space Age is (or was, the last time they mentioned this) a bundle of mods, only one of ...
- Fri Oct 18, 2024 2:48 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 36535
Re: Friday Facts #433 - Liftoff Initiated
I'm not a fan of the narration, this https://www.youtube.com/watch?v=J8SBp4SyvLc and it's iterations click much better. And the narration flatout saying the features of every planet instead of showing them and letting people be intrigued feels off too. We couldn't tell there's molten lava ...
- Fri Oct 18, 2024 2:30 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 36535
Re: Friday Facts #433 - Liftoff Initiated
I've been trying to avoid enemy and Aquilo spoilers so I've skipped many of the recent blog posts and related discussion. I feel like having the entire expansion viewable due to the influencer embargo ending a week ago has made it hard to seek spoiler-free information on the best way to do a first ...
- Fri Oct 18, 2024 12:55 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 36535
Re: Friday Facts #433 - Liftoff Initiated
Well the jetpack certainly solves the "squeak through" issue!
I don't know if it's just me (Probably is), but SpaceX has ruined the cargo pod animation for me. I keep expecting the rocket plume to vector rather than the whole cargo pod body rotating.
I don't know if it's just me (Probably is), but SpaceX has ruined the cargo pod animation for me. I keep expecting the rocket plume to vector rather than the whole cargo pod body rotating.
- Fri Oct 18, 2024 12:39 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 44668
Re: Friday Facts #389 - Train control improvements
I've only noticed this FFF so I'm about a year late, but I have a few last-minute suggestions on the train groups and related signals - Although it may have since changed to make these suggestions redundant.
It would be nice if you could have a special train group that all other groups inherited ...
It would be nice if you could have a special train group that all other groups inherited ...
- Fri Oct 11, 2024 2:30 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 51600
Re: Friday Facts #432 - Aquilo
So the embargo lifts on Monday.
I don't know if I will have the change to play the week after release and I will avoid content cretors for a while.
If I come back here for FFF will there be spoilers too? Or will it be safe?
I'm concerned about this too, the embargo should be lifted until after ...
- Fri Oct 11, 2024 11:31 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 51600
Re: Friday Facts #432 - Aquilo
The railgun is very satisfying indeed!Upserter wrote: Fri Oct 11, 2024 11:29 am OMG that railgun sound!
We are in for an audiovisual treat, I can tell.
- Sat Oct 05, 2024 11:23 am
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 43928
Re: Friday Facts #431 - Gleba & Captivity
Speaking of testers, please be aware that the content/press embargo ends on the 14th October, so if you want to avoid spoilers please keep it in mind as there are no restrictions on what they can show.
Is that the intended release date? :o
October 21st is the release date.
October 14th is ...
- Sat Oct 05, 2024 2:13 am
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 43928
Re: Friday Facts #431 - Gleba & Captivity
Is that the intended release date?Speaking of testers, please be aware that the content/press embargo ends on the 14th October, so if you want to avoid spoilers please keep it in mind as there are no restrictions on what they can show.

- Sat Sep 28, 2024 12:01 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 63668
Re: Friday Facts #430 - Drowning in Fluids
I really like these changes, I despise the 1.1 fluid mechanics:
- The horrible balancing you have to try to do when unloading fluid wagons into storage tanks that never get used evenly due to the order-based fluid priority
- The mess of water pipes around any nuclear plant
- Pipelines made out of ...
- The horrible balancing you have to try to do when unloading fluid wagons into storage tanks that never get used evenly due to the order-based fluid priority
- The mess of water pipes around any nuclear plant
- Pipelines made out of ...