Exactly! Especially when you scale it up. I have 19 space casinos, each with 95 legendary crushers producing 10-11k legendary ore per minute.
I'd fill a planet replacing that. That's not fun.
Search found 58 matches
- Tue Jun 30, 2026 11:34 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 71
- Views: 15608
- Sun Jun 28, 2026 3:45 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 71
- Views: 15608
Re: Friday Facts #444 - 2.1 Experimental release
If you're going to be the fun police (Space casinos), at least make it so that the quality modules don't get deleted - Keep them in the buildings and put them in an invalid state until they are removed or something. Just deleting thousands of legendary quality 3 modules in a minor version because ...
- Fri Jun 26, 2026 4:44 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48672
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I'd be PISSED if I had built a space casino and it'd all just need to get deconstructed.
The game had many breaking changes von 1.1 to 2.0 where old build simply didn't apply any more, and we (ok: I) were able to survive.
- Different railway curve radius: required to redo all railway ...
- Sat Jun 20, 2026 11:27 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48672
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Well we've now had the last FFF and there don't appear to be any major changes to quality to fix the underlying issue. So can we have our space casinos back, please?
- Thu Jun 18, 2026 4:45 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48672
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Sure... copying and pasting upcycling loops is boring, but you only do it once. You can do almost all of the SA items in an hour or so. T
I don't think that's true, because the throughput of each component varies greatly across different recipes. You just end up with either bottlenecks or ...
- Mon Jun 15, 2026 11:00 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48672
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Space Age did something great, the factories became physically far smaller while production increased. The challenge was still there, as the core recipes are all there. You just didn't need to stamp out millions of units of the same thing. (The issue still exists in some cases, for example to ...
- Mon Jun 15, 2026 10:27 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48672
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
And my recollection (but this is just the corner of the 'community' I've observed) is that people were first just talking about it as an interesting curiosity, and it took a fair amount of time before people got enough experience with it to say it's probably overpowered, and to see that it would ...
- Mon Jun 15, 2026 9:56 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48672
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
As far as I see, Wube definitely isn't disconnected from the players. I guess a major part is multiplayer: as long as space casino exists, players in multiplayer are forced to use space casino if the loudest player requires it, instead of building one of multiple equally viable upcycling ...
- Mon Jun 15, 2026 9:12 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48672
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
The real issue is that the venn diagram of those that use/like casinos and those that dislike quality is nearly a circle.
This isn't true, I like casinos and I like quality. To me, quality is an end game mechanism and should be deployable at ludicrous scale.
The cat is out of the bag now, it's ...
- Sun Jun 14, 2026 4:36 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48672
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
The action against space casinos ruins quality for me. Now it's just a grind, yay.
Thanks, fun killers. Games are meant to be fun.
There are workarounds, sure, but UPS is going to be worse for the same output.
Thanks, fun killers. Games are meant to be fun.
There are workarounds, sure, but UPS is going to be worse for the same output.
- Thu Apr 16, 2026 11:10 am
- Forum: Ideas and Suggestions
- Topic: Increase Cargo Landing Pad Throughput
- Replies: 19
- Views: 7305
Re: Increase Cargo Landing Pad Throughput
Loaders / Unloaders are already in the game right? Just available in sandbox, not in Freeplay.
How about updating their name to "Landing pad unloaders", updating their graphics to space-themed and giving them a checkbox for "stack items".
For the graphics, i suggest making the back of the ...
- Thu Dec 05, 2024 4:03 pm
- Forum: Ideas and Suggestions
- Topic: Specify destination inventory for inserters
- Replies: 7
- Views: 3085
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: 18788
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: 4809
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: 4763
[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: 18788
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: 18788
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: 2233
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: 752
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: 3399
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 ...