Captive Spawners can only be built on Nauvis.J-H wrote: Thu Mar 27, 2025 12:34 pm Does this work on Vulcanus? Because one of my big worries there has been running out of coal. If all I have to do is import biter eggs, that's not too bad to do.
Search found 30 matches
- Thu Mar 27, 2025 1:01 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 373
- Views: 71127
Re: Gleba has killed the game for me.
- Mon Feb 24, 2025 1:57 pm
- Forum: Gameplay Help
- Topic: Is there a way to speed up platform build time?
- Replies: 6
- Views: 561
Re: Is there a way to speed up platform build time?
I don't know if this speeds it up, or if its just a placebo effect, but all of my platforms get two blueprints: One is the full platform (obviously), and the other one is only the foundation and first batch or two (depending on how many incoming rockets you expect) of cargo pods.
After the entire ...
After the entire ...
- Wed Feb 19, 2025 9:37 pm
- Forum: Gameplay Help
- Topic: artillery targeting remote
- Replies: 2
- Views: 222
Re: artillery targeting remote
It's one of the new "freebies" introduced in 2.0, alongside the green wire, red wire, copper cable, spidertron remote, and discharge defense remote.
You no longer craft any of these items, they are free with just a button press or key command
You no longer craft any of these items, they are free with just a button press or key command
- Fri Feb 14, 2025 9:24 pm
- Forum: Gameplay Help
- Topic: Is it possible to play Space Age with no enemies?
- Replies: 6
- Views: 678
Re: Is it possible to play Space Age with no enemies?
Yep. I frequently play in this mode + turning expansion off. Its the easiest way to do a "full achievement" run.travvo wrote: Fri Feb 14, 2025 9:20 pm I want to put in a plug for playing with pollution turned off.
- Fri Feb 14, 2025 9:12 pm
- Forum: Gameplay Help
- Topic: Is it possible to play Space Age with no enemies?
- Replies: 6
- Views: 678
Re: Is it possible to play Space Age with no enemies?
Additional question about no enemies mode: What happens when eggs "spoil"? I'm assuming they either evaporate or turn into actual spoilage? Or do they not have a spoil timer in this mode at all?
- Thu Feb 13, 2025 1:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] why battery not charging?
- Replies: 8
- Views: 1861
Re: why battery not charging?
Your screen shot says it's paused. The speed section in the Lab controls says "x64 (paused)"
You have to push the play button that's just below that label to unpause it.
- Wed Feb 05, 2025 2:23 pm
- Forum: Gameplay Help
- Topic: Interplanetary Science Transporting
- Replies: 5
- Views: 645
Re: Interplanetary Science Transporting
As I guess you have one storage tank per fluid only, and it can contain maximum of 25k fluid, those conditions will never be true.
This is what I was going to suggest. Those bars appear to be fully green, but in reality they're not, because with a single tank, your contents value will never be ...
- Tue Feb 04, 2025 1:54 pm
- Forum: Gameplay Help
- Topic: How to color train wagons?
- Replies: 4
- Views: 376
Re: How to color train wagons?
I suspect there's a "bug" in this regards. I have a game that I started new in Space Age. Wagons were happily uncolored, and only the locomotives changed color. But now, when I look back on Nauvis, I do see a couple (not all) of the trains now have colored wagons. I suspect that the wagons that are ...
- Mon Jan 13, 2025 2:19 pm
- Forum: Bug Reports
- Topic: [2.0.28] Robots from inventory work sequentially
- Replies: 9
- Views: 852
Re: [2.0.28] Robots from inventory work sequentially
I've had this bug appear numerous times in my game as well. It seems to happen any time you upgrade (or delete) more items than you have bots. If I have 10 bots and I upgrade 20 items, the first 10 items get upgraded all at once - one item per bot. After that its a crap shoot. The worst case ...
- Tue Jan 07, 2025 3:44 pm
- Forum: Gameplay Help
- Topic: Depot trains acting weird
- Replies: 9
- Views: 777
Re: Depot trains acting weird
For us visual learners:
- Thu Dec 19, 2024 3:53 pm
- Forum: Ideas and Suggestions
- Topic: Allow us put more landing pads. With high distance from each
- Replies: 7
- Views: 1378
Re: Allow us put more landing pads. With high distance from each
I would rather see them add this as a Prometheum science tech. People are complaining there's not enough end game content that requires prometheum, well, this is a perfect example. Let us have an infinite (or not) research that requires prometheum science to increase the number of landing pads per ...
- Thu Dec 19, 2024 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Mods should always ask for sync when setup differs
- Replies: 7
- Views: 1029
Re: Prompt "Sync mods and load?" when loading a save with different mods than currently active
I would like to add my +1 to this request. Going from a Vanilla save to a Modded save, the game automatically detects the difference and prompts me. Why does it not prompt me when going the other direction?
- Fri Dec 06, 2024 1:06 pm
- Forum: Gameplay Help
- Topic: Ghost turret with ammo
- Replies: 5
- Views: 2209
Re: Ghost turret with ammo
Nemoricus is correct. When adding ghost ammo to a ghost entity, your only choices are to left click for a full stack or right click for a single item. There are no nice add/remove half-stack shortcuts at least for now. So if you want 25 ammo in your gun, you right click 25 times.
- Fri Nov 22, 2024 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Add 2 outputs to Decider Combinator
- Replies: 26
- Views: 3470
Re: Add 2 outputs to Decider Combinator
While it is not really needed and can be overcome quite easily, I feel like having the "else" condition in combinators would make them feel more complete, especially after the 2.0 update they got.
Agree 100%.
And with the extended boolean conditions and multiple outputs introduced in 2.0, I'd ...
- Fri Nov 22, 2024 2:43 pm
- Forum: Ideas and Suggestions
- Topic: Add 2 outputs to Decider Combinator
- Replies: 26
- Views: 3470
Re: Add 2 outputs to Decider Combinator
My general thoughts after reading some of the comments:
I don't consider this to be a "let's start blowing out the combinators to do all sorts of things" idea. While I would absolutely love the idea of a one-combinator Latch, I agree with the decision to not include it, and make us build those ...
I don't consider this to be a "let's start blowing out the combinators to do all sorts of things" idea. While I would absolutely love the idea of a one-combinator Latch, I agree with the decision to not include it, and make us build those ...
- Wed Nov 20, 2024 7:57 pm
- Forum: Ideas and Suggestions
- Topic: Add 2 outputs to Decider Combinator
- Replies: 26
- Views: 3470
Add 2 outputs to Decider Combinator
TL;DR
I would like to have Decider Combinators produce 2 outputs: one for True and one for False.
What?
The mechanics are simple: Have one output enabled if the condition is true, the other output enabled if the condition is false.
A picture's worth a thousand bits:
decider2.png
Why?
All ...
I would like to have Decider Combinators produce 2 outputs: one for True and one for False.
What?
The mechanics are simple: Have one output enabled if the condition is true, the other output enabled if the condition is false.
A picture's worth a thousand bits:
decider2.png
Why?
All ...
- Tue Nov 19, 2024 2:40 pm
- Forum: General discussion
- Topic: Beacon diminishing returns
- Replies: 12
- Views: 2694
Re: Beacon diminishing returns
I'll admit I was a sceptic when it came up in the FFF, but after playing with it, I really like the way it has given legs to what I call the new mid-game+ phase.
Early game is your jump start base with stone furnaces, Assembler 1's, yellow inserters, yellow belts, coal power.
Mid Game was red belts ...
Early game is your jump start base with stone furnaces, Assembler 1's, yellow inserters, yellow belts, coal power.
Mid Game was red belts ...
- Mon Nov 11, 2024 7:32 pm
- Forum: Gameplay Help
- Topic: Ghost turret with ammo
- Replies: 5
- Views: 2209
Re: Ghost turret with ammo
You can do it from the planet you're currently on as well. The key is you have to do it from Map mode, not in direct mode.
- Fri Nov 01, 2024 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 8252
Re: Gleba science pack research micronmanagement solution
This is my preferred solution. In fact I prefer this solution so much that once I'm done hitting all the achievements I care about, I'm immediately going to install (or create) a mod that specifically does this if Wube doesn't.
- Thu Oct 31, 2024 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 47
- Views: 6935
Re: Please add a button to add a new blueprint parameter variable
As I posted in another, similar thread, I too would very much like to see this implemented as I also found myself reinventing the exact same solution as the others in this thread: an extra, ultimately unnecessary, constant combinator that can be deleted after the blueprint has been built.