Search found 17 matches

by 470lm
Tue Jun 24, 2025 1:22 pm
Forum: Ideas and Requests For Mods
Topic: Roboport planet landing
Replies: 0
Views: 37

Roboport planet landing

Is there a mod for Space Age that can deploy a roboport on an uninhabited planet, instead of the player?
by 470lm
Fri Jun 20, 2025 9:17 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Request]Roboport network area jammer
Replies: 0
Views: 52

[Mod Request]Roboport network area jammer

Basically the jammer would function like a wall for the logistic network area, so you could have 2 separate networks inside the same chunk
by 470lm
Fri May 16, 2025 9:35 am
Forum: Ideas and Suggestions
Topic: Disable updates for selected mods
Replies: 0
Views: 160

Disable updates for selected mods

Additional content/overhaul mods sometimes introduce major changes to their previous content, which sometimes can result in a bricked factory. As the title says, having the option to permanently disable updates for selected mods would be nice

I always read the changelogs to make sure it's safe to ...
by 470lm
Fri Apr 25, 2025 6:38 am
Forum: General discussion
Topic: I went back to 1.1
Replies: 26
Views: 3184

Re: I went back to 1.1

for me it's the rebuilding of bases that makes me want to go back to vanilla
every time i land on a new planet i practically start a new game because everything has to be rebuilt from scratch, which caused a massive burnout in a short amount of time
i moved to vulcanus, but constantly felt homesick ...
by 470lm
Fri Feb 07, 2025 10:10 am
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 19
Views: 3736

Re: Acid neutralizarion is 10x too fast.

So the machine buffer flow rate is intended, not an oversight? A single chemical plant with 3 speed module 3's can't work at full capacity because it can't empty its inventory fast enough, due it being limited at 3k/sec
by 470lm
Tue Feb 04, 2025 9:24 am
Forum: Ideas and Suggestions
Topic: Confirm window control hotkey during value input
Replies: 0
Views: 145

Confirm window control hotkey during value input

Pressing E doesn't work as we know, however I just tried using a secondary hotkey for it which I set to be ctrl+E, and that doesn't work either.

Perhaps control-key buttons should be enabled during value input windows? That way we get both the scientific notations and the ability to confirm the ...
by 470lm
Mon Jan 27, 2025 10:51 am
Forum: Ideas and Suggestions
Topic: Artillery barrel visual priority
Replies: 0
Views: 162

Artillery barrel visual priority

01-27-2025, 12-49-00.png
01-27-2025, 12-49-00.png (1.18 MiB) Viewed 162 times
As you can see, the barrels are hidden by the adjacent artillery turrets, and it would be better imo if they'd be above the other textures, if it's doable
by 470lm
Wed Jan 22, 2025 9:24 am
Forum: Ideas and Suggestions
Topic: Cross-platform logistics
Replies: 1
Views: 306

Cross-platform logistics

I think platforms in the same orbit should be able to exchange cargo with each other

The platform hub would need to be supplied with capsules which are made from iron plates, electronic circuits, thruster fuel and oxidizer, and then it can launch a stack of items to any other platform in the same ...
by 470lm
Wed Jan 22, 2025 9:10 am
Forum: Ideas and Suggestions
Topic: Land Mines on Gleba
Replies: 6
Views: 902

Re: Land Mines on Gleba

explode on death is a good idea, yeah
also they could have 100% explosives resistance so there won't a be chain reaction
by 470lm
Fri Jan 10, 2025 5:27 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1993
Views: 755846

Re: Simple Questions and Short Answers

Hi
Is there a way for bots to place any quality of a building when placing a blueprint?
For example the BP has 30 normal solar panels in it, and when I place it the bots can grab a solar panel of any quality to complete the task. Is this possible to do somehow?
by 470lm
Fri Jan 10, 2025 12:55 pm
Forum: Ideas and Suggestions
Topic: Alt-mode for building modules
Replies: 1
Views: 268

Alt-mode for building modules

In the options->interface there's a checkbox to show beacon modules in alt-mode, but not for the rest of the buildings, as in one checkbox that hides or shows modules in alt mode in all buildings that aren't beacons
I think would be a nice addition to clear up the icon bloating on buildings in alt ...
by 470lm
Fri Jan 03, 2025 4:06 pm
Forum: Ideas and Suggestions
Topic: Assembling Machine visual update
Replies: 0
Views: 200

Assembling Machine visual update

With the addition of new beautifully animated buildings, maybe the most commonly used machinery should also get new graphics as well
What do you think?
by 470lm
Tue Dec 31, 2024 6:08 pm
Forum: Implemented Suggestions
Topic: Decrease the sound level of biochambers
Replies: 1
Views: 577

Decrease the sound level of biochambers

My enviornmental sounds is at 40%, at which I can hear every machine nicely, such as steam turbines, accumulators, assembling machines, etc. but the biochamber is way too loud compared to other machines. I had to set environmental sounds to 10% so those bubbly noises are on the same level as an ...
by 470lm
Fri Dec 06, 2024 7:10 am
Forum: General discussion
Topic: Feedback on Space Age's overall design
Replies: 56
Views: 12222

Re: Feedback on Space Age's overall design

What I really can't agree with is the tech shuffle
I played many games which had DLCs, and I can't recall any that ripped out content from the base game and moved it to DLC areas and called it new content
I'm okay with infinite research requiring off-world science, but what was once unlocked on ...
by 470lm
Sun Nov 17, 2024 6:03 am
Forum: General discussion
Topic: Beacon diminishing returns
Replies: 12
Views: 3230

Re: Beacon diminishing returns

i mostly use 3 or less only, i always found beacon spam distasteful

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