Hi all,
Recently, in my game, I was fed up with the constant attacks of pentapods on Gleba. To take serious action on the matter I sent my black belt diplomatic delegation: the legendary artillery wagons. My base is not that big and did not venture far away neither.
So, I put few artillery wagons ...
Search found 24 matches
- Tue Oct 14, 2025 9:09 pm
- Forum: Gameplay Help
- Topic: Artillery cleaning all chunks -> no more enemy?
- Replies: 5
- Views: 430
- Thu Oct 09, 2025 5:54 pm
- Forum: Gameplay Help
- Topic: arithmetic combinator - constant number ... dinamically?
- Replies: 6
- Views: 528
Re: arithmetic combinator - constant number ... dinamically?
Thank you!
Thank you for your help and patience. It seems a grain of sand got into the machine. I retested it based on what you shared and it works.
Thank you for your help and patience. It seems a grain of sand got into the machine. I retested it based on what you shared and it works.
- Thu Oct 09, 2025 9:31 am
- Forum: Gameplay Help
- Topic: arithmetic combinator - constant number ... dinamically?
- Replies: 6
- Views: 528
Re: arithmetic combinator - constant number ... dinamically?
Have you tried your approach in practice? This approach seems to not work. That's my problem. Using a signal with value on the right side does not do the multiplication with that value.
- Wed Oct 08, 2025 8:55 pm
- Forum: Gameplay Help
- Topic: arithmetic combinator - constant number ... dinamically?
- Replies: 6
- Views: 528
arithmetic combinator - constant number ... dinamically?
Hi everyone!
Is there any way to set the constant value on the right side dynamically? I would like to set the multiplier based on conditions, but can't. Having a signal with a given value does not help this situation.
Is there any way to set the constant value on the right side dynamically? I would like to set the multiplier based on conditions, but can't. Having a signal with a given value does not help this situation.
- Mon Sep 29, 2025 9:32 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2112
Re: Let's talk train design
Hmm. You are right. It is not straightforward that it does not work for loading. -> I think it can be made that way, that it does not have to empty, so it "remember" what to load and unload all the time, because the cargo is not empty. "I got oil, okay I start to unload it. I am almost empty ...
- Thu Sep 25, 2025 6:14 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2112
Re: Let's talk train design
My main problem is the following:
Your build contains a mistake, based on wrong assumption about the wildcard expansion. Use it for unloading, but not for loading.
The idea is to start with an empty train. Completely empty. For an empty train, no green cargo or fluid wildcard can match. So ...
- Thu Sep 25, 2025 5:45 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2112
Re: Let's talk train design
By some time all fluid trains will carry water which become basically useless.
That means you're doing it wrong, not that the mechanics have flaws. All of the solutions described in this thread cannot have this happen.
Yes, it is easily can happen. In addition, it is explicity stated in ...
- Thu Sep 25, 2025 3:52 am
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2112
Re: Let's talk train design
Here is something that's currently on my mind. We all want to build a logistic train system in vanilla. It sounded so easy in the FFF. Here's the problem: The natural way to do it with interrupts doesn't work with multiple provider stations. I think by now, all the train afficianados know the ...
- Sun Aug 24, 2025 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction in blueprints
- Replies: 8
- Views: 8118
Re: Deconstruction in blueprints
+1
When I alter some of my blueprints they definitely affects the real ones which are built. And in some cases I move around pipes and stuff and the old one screws it up. I use lamps as a "destroy whatever was here" placeholders, then remove the lamps too after that. And update the blueprint ...
When I alter some of my blueprints they definitely affects the real ones which are built. And in some cases I move around pipes and stuff and the old one screws it up. I use lamps as a "destroy whatever was here" placeholders, then remove the lamps too after that. And update the blueprint ...
- Sun Aug 24, 2025 11:15 am
- Forum: Not a bug
- Topic: [2.0.65] There is no option to quality upgrade artillery wagon
- Replies: 1
- Views: 285
[2.0.65] There is no option to quality upgrade artillery wagon
Hi
As the title says there is no option to upgrade quality for artillery wagons. Cheers'
As the title says there is no option to upgrade quality for artillery wagons. Cheers'
- Tue Aug 12, 2025 10:22 pm
- Forum: Not a bug
- Topic: [2.0.64] Crossing a pipeline does not autobuild underground connection
- Replies: 1
- Views: 267
[2.0.64] Crossing a pipeline does not autobuild underground connection
Hi!
This is halfway on the bug-feature scale.
When there is a belt line and if you cross-build it with something - for examples pipes - the game autobuilds an underground connection to keep the line.
This is not the case with pipes which is quite annoying, as it has to be handled manually every ...
This is halfway on the bug-feature scale.
When there is a belt line and if you cross-build it with something - for examples pipes - the game autobuilds an underground connection to keep the line.
This is not the case with pipes which is quite annoying, as it has to be handled manually every ...
- Sat Aug 09, 2025 3:26 pm
- Forum: Questions, reviews and ratings
- Topic: List of complete overhaul mods that are supported in 2.0 / Space age?
- Replies: 2
- Views: 1999
List of complete overhaul mods that are supported in 2.0 / Space age?
Hi all,
Recently I am doing my megabase stuff, looking for knowledge and blueprints on the internet, and what I realized that the base game is not too challening. I mean it does not force me to think more deeply, not punishing me enough or it is just not too exciting for me. There is so much stuff ...
Recently I am doing my megabase stuff, looking for knowledge and blueprints on the internet, and what I realized that the base game is not too challening. I mean it does not force me to think more deeply, not punishing me enough or it is just not too exciting for me. There is so much stuff ...
- Sat Aug 09, 2025 3:15 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 20
- Views: 6831
Re: How pros approach the game?
Hi guys!
First of all; thanks for all your answers!
It is interesting how you apprach the game, how the "attitue" is different between people.
I never played city building games before, nor really open world ones, so this is new journey for me as well. As I have completed the game, I had to ...
First of all; thanks for all your answers!
It is interesting how you apprach the game, how the "attitue" is different between people.
I never played city building games before, nor really open world ones, so this is new journey for me as well. As I have completed the game, I had to ...
- Sun Jul 20, 2025 11:04 am
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 20
- Views: 6831
Re: How pros approach the game?
I really love your responses, especially the beer-based one 

- Sun Apr 20, 2025 6:09 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 20
- Views: 6831
How pros approach the game?
Hi guys, my fellow factory builders!
How do pros approach the game? How do they design new things? Do they plan, calculate then execute? Or do they just play by feeling? When I see other guys, for example Nilaus, he just casually do stuff which works. No efforts, no struggle, just do this and that ...
How do pros approach the game? How do they design new things? Do they plan, calculate then execute? Or do they just play by feeling? When I see other guys, for example Nilaus, he just casually do stuff which works. No efforts, no struggle, just do this and that ...
- Sun Mar 02, 2025 12:27 pm
- Forum: Not a bug
- Topic: Pollution calculation when modules are present
- Replies: 2
- Views: 313
Pollution calculation when modules are present
See the images attached. The pollution increases disproportionately, it is much larger than it should be. Or do I misunderstand something?
- Sun Mar 02, 2025 12:17 pm
- Forum: Not a bug
- Topic: Pump filter - Crude oil description text
- Replies: 1
- Views: 244
Pump filter - Crude oil description text
Hi everyone!
I have attached a screenshot, it speaks for itself. I cant really wrap my head around the description, I assume it is some old text from some really old version.
I have attached a screenshot, it speaks for itself. I cant really wrap my head around the description, I assume it is some old text from some really old version.
- Fri Jan 31, 2025 9:19 pm
- Forum: General discussion
- Topic: Reading Power capacity and demand
- Replies: 58
- Views: 38552
Re: Reading Power capacity and demand
Hi guys,
New to the "Reading Power capacity and demand" club.
I understand the 2nd and 3rd block. However, I don't understand the 1st block. As I understand, I know what is currently drawing the power, however what I don't know what demans more power. A lot-lot more power in this situation. I ...
New to the "Reading Power capacity and demand" club.
I understand the 2nd and 3rd block. However, I don't understand the 1st block. As I understand, I know what is currently drawing the power, however what I don't know what demans more power. A lot-lot more power in this situation. I ...
- Wed Jan 29, 2025 6:42 pm
- Forum: General discussion
- Topic: Do you care about infrastructure costs? Does it matter?
- Replies: 14
- Views: 3815
Re: Do you care about infrastructure costs? Does it matter?
The ultimate cost is your own time. You have only a very finite amount of it, so you should favour using it to your best advantage. Will optimising your infrastructure costs free more time for you to do other stuff you wish you had more time for ? Then do optimise. Will optimising your ...
- Mon Jan 27, 2025 4:29 am
- Forum: Gameplay Help
- Topic: Allow using blueprints/planners remotely
- Replies: 9
- Views: 2745
Re: Allow using blueprints/planners remotely
To be honest I have just faced this problem:
I have installed a mod, a blueprint sensor, that can read blueprints and signal out its ingredients. The problem is that it can read only actual items. The sensor is on Vulcanus, and I am on Aquilo. And arrived there not a long time ago. No cargo pad, no ...
I have installed a mod, a blueprint sensor, that can read blueprints and signal out its ingredients. The problem is that it can read only actual items. The sensor is on Vulcanus, and I am on Aquilo. And arrived there not a long time ago. No cargo pad, no ...