Search found 77 matches

by konage
Sun Aug 23, 2026 10:06 am
Forum: Bug Reports
Topic: [2.1.14] SSE parking - weird spawns for huge asteroids
Replies: 6
Views: 363

Re: [2.1.14] SSE parking - weird spawns for huge asteroids

ok apparently this is a thing on aquilo (so I assume all planets) too. I guess I never realized cause I never parked a ship before anywhere except for nauvis. So maybe this was the intended way?
by konage
Sun Aug 23, 2026 9:57 am
Forum: Bug Reports
Topic: [2.1.14] SSE parking - weird spawns for huge asteroids
Replies: 6
Views: 363

Re: [2.1.14] SSE parking - weird spawns for huge asteroids

seems to be the top ~25% of the height. You can verify with a taller ship.
by konage
Sun Aug 23, 2026 9:27 am
Forum: Bug Reports
Topic: [2.1.14] SSE parking - weird spawns for huge asteroids
Replies: 6
Views: 363

[2.1.14] SSE parking - weird spawns for huge asteroids

When a large platform is parked at the solar system edge, you get huge asteroids spawning from the front (obviously normal), and you get some from the sides, but only up to a certain height.

I would have expected either spawns from the entire sides, or no spawns from the sides at all.

20260823 ...
by konage
Sun Jul 19, 2026 4:34 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.10] Space Platforms don't supply other platforms when "Auto request construction materials" is turned on
Replies: 7
Views: 1887

Re: [2.1.10] Space Platforms don't supply other platforms when "Auto request missing construction materials" is turned o

Maybe the simpler solution is when an autorequest gets fulfilled, it gets fully removed instead of staying as a request of 0 of that item? Personally I was anyways doing the uncheck+recheck cause OCD, it was... aesthetically annoying that they would remain as requests
by konage
Fri Jul 10, 2026 8:03 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



I already explained why as hard as it is for you to believe it, or you definitely do not believe it, it WAS BETTER in terms of UPS. Where is your UPS-optimal prom ship man? Let's go back to that.


Better than what ? i have never seen such ship with 2 row of railguns, NEVER, so i'm hard ...
by konage
Fri Jul 10, 2026 8:01 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



I already explained why as hard as it is for you to believe it, or you definitely do not believe it, it WAS BETTER in terms of UPS. Where is your UPS-optimal prom ship man? Let's go back to that.


Better than what ? i have never seen such ship with 2 row of railguns, NEVER, so i'm hard ...
by konage
Fri Jul 10, 2026 7:42 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



"It's hard to believe this is necessary in an optimal ship. It sound like a fail-safe for a situation that doesn't occur if you have enough railguns in the first place. If the defense fails occasionnaly it isn't optimal to me, it is insuffucient."
Even your own wording proves this was a serious ...
by konage
Fri Jul 10, 2026 6:57 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%

"It's hard to believe this is necessary in an optimal ship. It sound like a fail-safe for a situation that doesn't occur if you have enough railguns in the first place. If the defense fails occasionnaly it isn't optimal to me, it is insuffucient."

Even your own wording proves this was a serious ...
by konage
Fri Jul 10, 2026 6:47 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%





Also one other solution for the railgun problem, if you wanna stay unmodded, but still want a relatively optimal ship, is to place some q1 quality railguns BEHIND your q4/q5 railguns. They will only shoot if an asteroid gets too close. They will kill some of your stuff, but its better than ...
by konage
Fri Jul 10, 2026 6:46 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



What you describe as an optimal ship is based on mechanics designed by the developers of this game.


Yeah you could do a double layer of rail gun with the second one designed to pierce thru the first one, this was a very serious design at the time, for sure, there are countless of examples ...
by konage
Wed Jun 24, 2026 11:03 am
Forum: Ideas and Suggestions
Topic: Have platform to platform cargo pods queue up just like space->planet and planet->space
Replies: 3
Views: 396

Have platform to platform cargo pods queue up just like space->planet and planet->space

Would make it more consistent with the other two logistics, and that was the expected behaviour going into 2.1, at least from me.

It also smoothes out the transfers and makes predicting how long they take easier
by konage
Wed Jun 24, 2026 10:50 am
Forum: Implemented Suggestions
Topic: Allow platform to platform transfer at solar system edge
Replies: 8
Views: 852

Allow platform to platform transfer at solar system edge

It would be really really cool for promethium.
by konage
Thu Apr 23, 2026 11:27 pm
Forum: Implemented Suggestions
Topic: Add per entity timings to --benchmark-verbose
Replies: 3
Views: 833

Re: Add per entity timings to --benchmark-verbose

I also would like this
by konage
Wed Apr 22, 2026 12:16 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



ok buddy, when you even attempt to make a UPS optimal prom ship, get back to me


I understand you don't want to argue, but the nature of your dismissal just goes to show that you easily consider the matter very niche and requiring expertise, only valid in a precise scenario, the UPS ...
by konage
Wed Apr 22, 2026 11:23 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



ok buddy, when you make a UPS optimal prom ship, get back to me


When i look at the ship you posted on reddit, it doesn't feature the second layer of low quality railgun designed to pierce thru the higher quality level of railguns in case an huge asteroid isn't destroyed : https://www.reddit ...
by konage
Wed Apr 22, 2026 10:44 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



I see the same: dozen of hours and 20 round trips without any damage, then suddenly one hit with my much smaller prom ship as well, but I was never able to see the reason.
When I switched to the platform one second after the alert, there was no asteroid any more, so it wasn't a huge asteroid ...
by konage
Wed Apr 22, 2026 8:11 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



If my ship was getting destroyed all the time and couldn't even survive one roundtrip, I'd agree with you. This specific one had done dozens of runs and survived. It had killed a total of >7 million huge asteroids before one, out of luck, managed to do catastrophic damage. Most likely, if your ...
by konage
Wed Apr 22, 2026 8:08 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 77
Views: 16931

Re: Change huge asteroid explosive resistance to 100%



true, also it doesn't help that it seems talking to the developers directly seems to have achieved more in my experience than using the forums which they say we should use :shock:

You likely are gone and will never come back to this. I read this whole exchange and I really feel for you. Great ...
by konage
Sat Oct 11, 2025 8:11 am
Forum: Resolved Problems and Bugs
Topic: [2.0.69] Inserter refuses to pickup for no apparent reason
Replies: 2
Views: 1518

Re: [2.0.69] Inserter refuses to pickup for no apparent reason

Ok I have another savefile that starts earlier before the issue happens:


This is again regarding the blue/purple science inserter in the middle of the screen
3911 ticks after loading the savefile, it picks up blue science
4166 ticks after loading the savefile (+255 ticks from 3911), it picks up ...

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