I agree with OP here. Vulcanus isn't that interesting of a puzzle mainly because the fluid mechanics had nearly all their limitations removed which means there's not many restrictions left to design fluid puzzles around.
The fact that pipes can instantly transmit an unlimited amount of fluid ...
Search found 18 matches
- Wed Jul 15, 2026 3:20 pm
- Forum: General discussion
- Topic: I kinda hate Vulcanus
- Replies: 27
- Views: 4545
- Tue Jul 14, 2026 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Make railguns not hit opened gates
- Replies: 4
- Views: 1231
Re: Make railguns not hit opened gates
+1
I thought I was doing something wrong when I tried to open my gates so they wouldn't be hit by the railgun. Apparently they get hit regardless.
It would be nice for very low and floating entities to not be hit by the projectile. This would include landmines, bots, and open walls.
I thought I was doing something wrong when I tried to open my gates so they wouldn't be hit by the railgun. Apparently they get hit regardless.
It would be nice for very low and floating entities to not be hit by the projectile. This would include landmines, bots, and open walls.
- Tue Jul 14, 2026 8:32 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Coal Synthesis in Cryogenic Plant (or Biochamber)
- Replies: 5
- Views: 429
Re: [2.1] Coal Synthesis in Cryogenic Plant
It would make a lot more sense to give Coal Synthesis to the Biochamber. It's a recipe unlocked on Gleba and the Biochamber could really use some more reasons to use it on other surfaces. Your only reward for using this building off Gleba is productivity on oil cracking and rocket fuel right now.
- Mon Jul 13, 2026 9:58 pm
- Forum: Balancing
- Topic: Make quality modules affect the quality “skip” probability
- Replies: 5
- Views: 1150
Re: Make quality modules affect the quality “skip” probability
At the very least, it would be reasonable to investigate how it works now, because they definitely changed the mechanics of how the 10% chance works in 2.1. The next probability and similar settings on quality prototypes are new.
A next_probability = 1, or 100% quality effect, means quality is ...
- Fri Jul 10, 2026 10:20 pm
- Forum: Balancing
- Topic: Make quality modules affect the quality “skip” probability
- Replies: 5
- Views: 1150
Re: Make quality modules affect the quality “skip” probability
+1
This would really open up the design space for content mods. Right now any quality chance over 100% is meaningless. I would really like any quality over 100% to increase the quality skip chance.
For example starting with common ingredients:
Quality 100% = 100% of at least uncommon, 10% rare, 0 ...
This would really open up the design space for content mods. Right now any quality chance over 100% is meaningless. I would really like any quality over 100% to increase the quality skip chance.
For example starting with common ingredients:
Quality 100% = 100% of at least uncommon, 10% rare, 0 ...
- Sat Jul 04, 2026 1:26 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 5750
Re: We need to talk about the new fluid system
I think the puzzle design space with 2.0 fluids is more limited than I would like. The hardest part of any fluid puzzle is the routing of different fluid types without the pipes touching. While unintuitive, I found the throughput limitations pre-2.0 to result in some really compelling puzzle solving ...
- Fri Jul 03, 2026 9:27 pm
- Forum: Ideas and Suggestions
- Topic: QoL features for Loaders in Editor Mode
- Replies: 0
- Views: 99
QoL features for Loaders in Editor Mode
TL;DR
Add QoL features (belt stacking, throughput limits, upgrade planner) to Loaders in order to make testing builds easier in Editor Mode.
What?
Add belt stacking slider (from 1 to max stack size)
Add belt throughput slider (from 1 to max belt speed) for each lane
Allow Loaders to be ...
Add QoL features (belt stacking, throughput limits, upgrade planner) to Loaders in order to make testing builds easier in Editor Mode.
What?
Add belt stacking slider (from 1 to max stack size)
Add belt throughput slider (from 1 to max belt speed) for each lane
Allow Loaders to be ...
- Fri Jan 30, 2026 12:12 am
- Forum: Ideas and Suggestions
- Topic: Lazy Bastard Sequal Achievment for Space Age
- Replies: 2
- Views: 749
Lazy Bastard Sequal Achievment for Space Age
Adding a followup to the Lazy Bastard achievement that requires you to beat the game while manually crafting no more than 111 items would be a really interesting challenge.
Many achievements already have copies with progressively more challenging requirements, and this feels like a natural addition.
Many achievements already have copies with progressively more challenging requirements, and this feels like a natural addition.
- Sun Jul 13, 2025 2:21 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 78
- Views: 59309
Re: Auto-launching of mixed rockets
I am all for adding more signals to the rocket silo to better control rocket launches. I was so surprised learn there was no signal for completed rockets, so I couldn't tally up how many rockets I have waiting in my base. There should definitely be a launch circuit signal though, with the rocket ...
- Sun Jul 13, 2025 2:13 am
- Forum: Ideas and Suggestions
- Topic: Rocket Silo - end game suggestions
- Replies: 2
- Views: 1274
Re: Rocket Silo - end game suggestions
I think needing to have multiple rocket silos to avoid the animation bottleneck, and then needing multiple belts or buffer chests to minimize loading time is an interesting logistic challenge though.
- Fri Jul 11, 2025 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Allow vehicles to be affected by the surface gravity and air resistance on different planets
- Replies: 2
- Views: 757
Re: Allow vehicles to be affected by the surface gravity and air resistance on different planets
That's a fair point, and may work for my particular use case right now, however it's not an ideal solution since it requires duplicate vehicles for each surface.
From a more general gameplay perspective though. Placing down a unique vehicle on a new planet and having it drive differently makes the ...
From a more general gameplay perspective though. Placing down a unique vehicle on a new planet and having it drive differently makes the ...
- Fri Jul 11, 2025 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Allow vehicles to be affected by the surface gravity and air resistance on different planets
- Replies: 2
- Views: 757
Allow vehicles to be affected by the surface gravity and air resistance on different planets
I think it would be a good idea to allow RollingStockPrototype.air_resistance and VehiclePrototype.weight to be configurable for each surface.
While this may not be significant for the base SpaceAge, it opens up interesting modding opportunities. For example, having a car handle very differently on ...
While this may not be significant for the base SpaceAge, it opens up interesting modding opportunities. For example, having a car handle very differently on ...
- Thu Dec 26, 2024 9:06 pm
- Forum: Ideas and Suggestions
- Topic: Add a way for research bonuses to automatically appear in the circuit network
- Replies: 2
- Views: 1044
Add a way for research bonuses to automatically appear in the circuit network
I would like to be able to design my factory to adapt as I research repeatable bonuses. As of right now, I have to manually update the constant combinators wherever those bonuses are used every time a research completes. Having those research bonuses be automatically output either as special signals ...
- Tue Dec 24, 2024 12:52 am
- Forum: Ideas and Suggestions
- Topic: Add more signals to the Rocket Silo
- Replies: 1
- Views: 1003
Add more signals to the Rocket Silo
After spending a few hours trying to create a visual indicator of rocket build progress with lamps, I realized that as soon as you have levels of rocket productivity, it's just not possible to accurately track rocket progress anymore.
It would be a great idea to add a signal to the silo that would ...
It would be a great idea to add a signal to the silo that would ...
- Tue Dec 24, 2024 12:04 am
- Forum: Not a bug
- Topic: [2.0.28] Rocket silo does not output contents signal for automatic requests
- Replies: 5
- Views: 1645
Re: [2.0.28] Rocket silo does not output contents signal for automatic requests
Ok, upon further testing, it looks like the rocket silo does output the signal for one tick even when a robot can fill the inventory in one tick. I was confused since hovering my mouse over the (I) icon in the rocket silo didn't show any signal. Looking at the incoming signal to a combinator does ...
- Sat Dec 21, 2024 8:13 pm
- Forum: Not a bug
- Topic: [2.0.23] Reading train contents behavior with leaving train
- Replies: 4
- Views: 1640
Re: [2.0.23] Reading train contents behavior with leaving train
Should it be normal though?
- Sat Dec 21, 2024 7:37 pm
- Forum: Not a bug
- Topic: [2.0.28] Rocket silo does not output contents signal for automatic requests
- Replies: 5
- Views: 1645
Re: [2.0.28] Rocket silo does not output contents signal for automatic requests
Is there any way in the game to detect when a rocket launches then?
- Sat Dec 21, 2024 5:56 pm
- Forum: Not a bug
- Topic: [2.0.28] Rocket silo does not output contents signal for automatic requests
- Replies: 5
- Views: 1645
[2.0.28] Rocket silo does not output contents signal for automatic requests
I am trying to detect a rocket launch with a falling edge detector based on the rocket contents signal.
A rocket silo with the Read Contents radio button selected outputs the contents of its inventory to the circuit network for manual requests.
For automatic requests, if a robot can deliver the ...
A rocket silo with the Read Contents radio button selected outputs the contents of its inventory to the circuit network for manual requests.
For automatic requests, if a robot can deliver the ...