Search found 18 matches
- Tue Feb 11, 2025 7:41 am
- Forum: Gameplay Help
- Topic: Cargo bay
- Replies: 4
- Views: 616
Re: Cargo bay
Thats my question - if somebody know mod like that. I am not able to write mod by myself :<
- Sun Feb 09, 2025 12:23 pm
- Forum: Gameplay Help
- Topic: Cargo bay
- Replies: 4
- Views: 616
Re: Cargo bay
I know, but I woild like to connect more automats, and could be better for me if have bigger space for that.
- Sun Feb 09, 2025 12:07 pm
- Forum: Gameplay Help
- Topic: Cargo bay
- Replies: 4
- Views: 616
Cargo bay
Hey, I would like to produce some basic structures in the space, but there is a little problem, that when we increase storage with Cargo Bay then we decrese area, where we can load and unload main building. Is there any mode, which makes carbo bay possible to load and unload?
- Wed Feb 05, 2025 3:45 pm
- Forum: Gameplay Help
- Topic: Interplanetary Science Transporting
- Replies: 5
- Views: 1407
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 ...
- Mon Feb 03, 2025 6:35 am
- Forum: Gameplay Help
- Topic: How to handle train loading with generic wildcard interrupts?
- Replies: 7
- Views: 1341
Re: How to handle train loading with generic wildcard interrupts?
Sooo, let me give you an idea how to handle loading only these trains, what are necessary.
Let all of your receive station send to the network signal, when they need new train. The value they send should be L-C (L - max. number of trains, C - actual number of train), I like when this is send with ...
Let all of your receive station send to the network signal, when they need new train. The value they send should be L-C (L - max. number of trains, C - actual number of train), I like when this is send with ...
- Wed Jan 22, 2025 4:12 pm
- Forum: Gameplay Help
- Topic: easy way to slow down a ship?
- Replies: 7
- Views: 3670
Re: easy way to slow down a ship?
is there an easy way to slow down a ship? not using circuits and logic stuff
The case is if you dont want to fly with 100% speed then you have to produce less fuel per second than is consuming by engine or you have to use circut. But most important question is - why you would like to fly slower ...
- Fri Jan 17, 2025 9:27 pm
- Forum: Gameplay Help
- Topic: Wasteless nuclear reactor design revisited
- Replies: 10
- Views: 2933
Re: Wasteless nuclear reactor design revisited
You do not need a buffer at all. You should try decrease distance from reactors to jest exchangers, check what is minimal temperature when all of them will be supplied with jest and then load nuclear power plant with 1 cell od fuel when tenperature is lower than this value and fuel is equal to 0. I ...
- Sun Jan 12, 2025 4:39 pm
- Forum: Gameplay Help
- Topic: What is the point of productivity modules?
- Replies: 22
- Views: 13185
Re: What is the point of productivity modules?
I find productivity modules really usefull, especially at the beggining, when your resources are limited. Usingg modules let you produce more science pack without changing all your base to bigger one, because you can use less materials to for production.
- Thu Jan 09, 2025 12:33 pm
- Forum: Gameplay Help
- Topic: Problems with train schedules
- Replies: 2
- Views: 515
Re: Problems with train schedules
In the conditions to left station you can add condition "OR Station is full" and not disable it, but make limit to 0. Maybe it will help.
- Tue Jan 07, 2025 6:38 pm
- Forum: Gameplay Help
- Topic: Vulcanus: Kill the worms
- Replies: 32
- Views: 59261
Re: Vulcanus: Kill the worms
Guys... 1 atomic bomb for small ones. 2 shooted in short time between - for medium. They even dont realise when u kill them.
- Tue Dec 31, 2024 11:53 pm
- Forum: Gameplay Help
- Topic: Train schedule broken?
- Replies: 22
- Views: 2917
Re: Train schedule broken?
You can as well set only 1 supply station (with no conditions to leave) and select going to outpost station in interrupt if train still have items to supply and its not in the station. This does not need many effort to programm. I find interruptions really usefull on train management.
- Sat Dec 21, 2024 8:36 pm
- Forum: Gameplay Help
- Topic: platform resources spaceage
- Replies: 3
- Views: 512
- Sat Dec 21, 2024 7:43 pm
- Forum: Gameplay Help
- Topic: Distribution on Fulgora
- Replies: 5
- Views: 2064
Re: Distribution on Fulgora
As far you don't need 60 science per second looks like should be enough sort somehow 4 belts of scraps. One bigger island should be enough. It was enough that I could produce rare armor + all production building (eg. 800 rare smelters) usung only recycling materials.
- Sat Dec 21, 2024 4:54 pm
- Forum: Gameplay Help
- Topic: platform resources spaceage
- Replies: 3
- Views: 512
Re: platform resources spaceage
You can set manual order, and there is possibility to set checkbox where you can change minimal value to send in 1 rocket. As far I saw it affect also automatic ordering.
- Sat Dec 21, 2024 1:18 pm
- Forum: Gameplay Help
- Topic: Train - control by interuption
- Replies: 9
- Views: 1253
Re: Train - control by interuption
From a high level, there's several things you can do with the new interrupt system that make trains so much more powerful than in 1.1.
Personally, the way I do it is having universal trains with the following features:
* All destinations are interrupts, and all trains are part of a universal ...
- Fri Dec 20, 2024 3:14 am
- Forum: Gameplay Help
- Topic: Train - control by interuption
- Replies: 9
- Views: 1253
Re: Train - control by interuption
Yes, thats true. If you let trains stay at station they will not fill all trains with one material. But I need solution where I can fill some trains in forward and let full trains waiting closer to possible destinations to reduce time for transport between sending demand and arriving train. Some ...
- Thu Dec 19, 2024 2:53 pm
- Forum: Gameplay Help
- Topic: Train - control by interuption
- Replies: 9
- Views: 1253
Re: Train - control by interuption
Yes. I have really unbalancew production. If I set only limit on the train station then its easy to fill all trains with only 1 resources. For now I have separate group for every resource, but its quite uncomfortable to use it.
But I found that if I set value like in constant its work bad, but when ...
But I found that if I set value like in constant its work bad, but when ...
- Wed Dec 18, 2024 10:49 pm
- Forum: Gameplay Help
- Topic: Train - control by interuption
- Replies: 9
- Views: 1253
Train - control by interuption
Hello,
I have small problem with correct parametrization interruption.
My goal is to use only 1 group of trains to dynamiclly choose where trains should go. I wish pack for example 100 trains and when there is need to transport some Iron Ore from one place to another then one of trains will go to ...
I have small problem with correct parametrization interruption.
My goal is to use only 1 group of trains to dynamiclly choose where trains should go. I wish pack for example 100 trains and when there is need to transport some Iron Ore from one place to another then one of trains will go to ...