Search found 20 matches
- Thu May 15, 2025 3:37 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 24
- Views: 761
Re: How to upcycle?
One hack I found out is that if you make quality plastic, you can aslo make quality structures. If you make them in fully prod mod foundry and then run it through recycler, you'll get quite a lot of legendary copper.
And a smaller (but still nonzero) amount of legendary steel.
Get your LDS ...
- Sun May 11, 2025 3:37 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 24
- Views: 761
Re: How to upcycle?
I've read numerous times that production modules are better than quality modules, as well, but not really enough to understand when or why.
I don't think it's true that they're unconditionally better in all cases. There is some detailed math on the wiki on the best division of productivity and ...
- Wed Apr 09, 2025 3:46 am
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 8
- Views: 862
Re: Uranium and ammo shipping too expensive
If you want to get to Aquilo faster, you can ship massive amounts of explosives to a platform (I think they're 500/rocket). It's massively more efficient than shipping rockets. My Aquilo platform makes all of its rockets using explosives launched from Nauvis. Something like 800 explosives is plenty ...
- Sun Mar 16, 2025 6:03 pm
- Forum: Ideas and Suggestions
- Topic: How about adding recycler 2?
- Replies: 7
- Views: 387
Re: How about adding recycler 2?
Secondly, I am not sure about getting less than 25% back... how about a recycler 3 that is slower but gives 33% back?
That would require lowering the max productivity limit, which is currently +300% to limit recyclers loops to returning exactly their inputs (otherwise you would have recycler ...
- Sun Mar 16, 2025 5:59 pm
- Forum: Gameplay Help
- Topic: Keeping biters at bay
- Replies: 11
- Views: 1254
Re: Keeping biters at bay
I don't see any walls. A double wall will keep biters off of your turrets. My edges are double walls backed by gun, laser, and Tesla turrets (with arty to keep the spawners well outside of the pollution cloud), and my defenses run indefinitely on their own.
I keep spares of turrets and walls in ...
I keep spares of turrets and walls in ...
- Sun Mar 16, 2025 5:30 am
- Forum: Gameplay Help
- Topic: setting requests to ship based on ckt ?
- Replies: 6
- Views: 392
Re: setting requests to ship based on ckt ?
If you can make the science quickly enough (within the spoil window of the eggs), there's no need to do it (or all of it) in Nauvis orbit. Prometheum science doesn't spoil, so you can keep it in the platform hub until you get back to Nauvis. If you head back out from Nauvis with chunks left to ...
- Fri Mar 07, 2025 4:42 am
- Forum: Ideas and Suggestions
- Topic: Brush deconstruction tool
- Replies: 6
- Views: 363
Re: Brush deconstruction tool
I think something like this might be great for clearing forest for a diagonal rail line. It's easy for me to do cutting for horizontal or vertical, but diagonal is a pain.
As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining ...
As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining ...
- Fri Mar 07, 2025 4:38 am
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 52
- Views: 7942
Re: Does "Quality" Make Fusion Reactors Worse?
I was searching to see if anyone else came up with a way to only turn on fusion reactors when they'll get the full neighbor bonus, and this is the only thread I found 🙁
The way I'm doing it is by limiting the fluoroketone.
I would be interested in seeing a blueprint of this. This was ...
- Sun Jan 26, 2025 3:02 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 407
- Views: 83412
Re: Gleba has killed the game for me.
Well, when you consider space age sold over a million copies and you pan around a bit on that map, that actually means almost nobody beat this game proportionally o.o. Which isn't necessarily bad if a sandbox game has a lot of content.
Some of that may be time related. It took me something like ...
- Sat Jan 25, 2025 2:14 am
- Forum: Gameplay Help
- Topic: Lots of explosive rockets each trip to Aquilo?
- Replies: 14
- Views: 2622
Re: Lots of explosive rockets each trip to Aquilo?
Somebody already mentioned Coal Synthesis, but if you don't have that you can also send explosives up, they have a rocket capacity of 500 IIRC, then you can use iron from space mining to make the rockets on the platform. It's how I get rockets on Gleba before coal synthesis.
Even with coal ...
- Thu Jan 23, 2025 5:04 am
- Forum: Gameplay Help
- Topic: Serious Question: Can Gleba not be idle?
- Replies: 15
- Views: 6318
Re: Serious Question: Can Gleba not be idle?
They definitely do expand, and to me it looks a bit like biter expansion, though perhaps not as frequent.NineNine wrote: Thu Jan 23, 2025 1:25 am The natives on Gleba don't seem to expand like the biters on Nauvis
- Mon Jan 20, 2025 10:11 pm
- Forum: Gameplay Help
- Topic: Am I stuck on Gleba?
- Replies: 8
- Views: 848
Re: Am I stuck on Gleba?
No, there is a separate dedicated autosave for each trip to a new planet.T3rm1 wrote: Mon Jan 20, 2025 8:40 pm You mean _autosave1, 2 and 3? Those are overwritten after 15 minutes (5 min autosave interval).
- Sat Jan 04, 2025 3:50 pm
- Forum: Balancing
- Topic: Several railgun issues, and a fix for them
- Replies: 8
- Views: 1589
Re: Several railgun issues, and a fix for them
A handheld railgun on Vulcanus feels like a modded in / cheat-code style weapon. It doesn't feel right to one-shot and pop these formerly terrifying creatures out of existence in a single shot. It feels completely wrong.
You can one-shot demolishers (small ones at least) with Nauvis tech. A ...
- Tue Dec 31, 2024 9:47 pm
- Forum: Gameplay Help
- Topic: Breeding pentapod eggs
- Replies: 7
- Views: 1837
Re: Breeding pentapod eggs
Your math looks correct to me. (In detail, it's effectively producing two eggs on the first cycle and then four eggs on the second cycle, but that averages out to producing three on each cycle.)
But it is not. Try to apply the same logic to kovarex process and you will get very wrong result ...
- Tue Dec 31, 2024 7:20 pm
- Forum: Gameplay Help
- Topic: Breeding pentapod eggs
- Replies: 7
- Views: 1837
Re: Breeding pentapod eggs
When using the pentapod egg breeding recipe (Water+Nutrients+1 egg --> 2 eggs), does the first egg get used up in the production of the other 2?
So that every cycle, you'd get just two fresh eggs, one of which you can feed back into the biochamber, leaving you with one fresh egg while a new cycle ...
- Wed Dec 25, 2024 12:41 am
- Forum: Gameplay Help
- Topic: I tend to get stuck mid-game
- Replies: 19
- Views: 2668
Re: I tend to get stuck mid-game
I want to get to robots next. That helps me build easier. But it doesn’t solve the problem of not knowing what I’m supposed to be done.
Up to blue science is really straight forward with minimum intermediary products to worry about, mostly just gears, pipes, copper wires, and circuits. Advanced ...
- Wed Dec 25, 2024 12:24 am
- Forum: Gameplay Help
- Topic: My first attempt a designing a ship any feedback
- Replies: 6
- Views: 962
Re: My first attempt a designing a ship any feedback
it does work but i was wondering if there was a way to make it more efficient because the turrets sometimes run out of ammo
You can buffer ammo through the platform hub to help with running out of ammo. My designs usually run down on ammo in transit, but I have big enough buffers to make it to ...
- Tue Dec 03, 2024 3:16 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 93
- Views: 19417
Re: Well, Fulgora sucks [Spoilers]
You don't need tungsten for metals. But you don't even need metal for the science pack on vulkanus. The only reason to bother with metals at all is to build the rocket to lift the science packs to orbit. :)
You need both molten copper (directly) and molten iron (for the tungsten plate) for the ...
- Fri Nov 29, 2024 11:55 pm
- Forum: Gameplay Help
- Topic: Can't place gates on railroad
- Replies: 2
- Views: 328
Re: Can't place gates on railroad
You need to rotate it 90 degrees.
- Sat Nov 23, 2024 12:44 am
- Forum: Gameplay Help
- Topic: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits
- Replies: 10
- Views: 29318
Re: Solar Power in Space Age - Definitive Ratios for Planets, Qualities and Throughput-Limits
For accumulator power on Fulgora, I think the limit is more likely to be the amount of power storage than the feed from the lightning rods (so far I've easily capped charge well before the end of the charging period), though maybe I'll find I have issues with amount of lightning with more high-draw ...