Search found 13 matches

by TamTamTam
Sat Jul 18, 2026 8:07 am
Forum: Ideas and Suggestions
Topic: Make combat shotgun available earlier
Replies: 1
Views: 130

Make combat shotgun available earlier

TL;DR
Put Combat Shotgun in Military 3 research.


What?
Make Combat Shotgun available at Military 3 research and possibly push Tank futher into research tree, either into Military 4 research or separate research the requires either Production or Utility science and has Military 3 as ...
by TamTamTam
Fri Jul 17, 2026 6:16 pm
Forum: Ideas and Suggestions
Topic: [2.1] Allow to disable mixed rockets
Replies: 1
Views: 195

Re: [2.1] Allow to disable mixed rockets

I would be fine even with global option to disable mixed rockets completely. But being able to turn it on/off per ship would be nice too.

My reasoning is that they tend to waste rocket if you underproduce one or all of the items you requesting. For example, i requested 50 assembler 2s and 50 ...
by TamTamTam
Wed Jun 24, 2026 3:12 pm
Forum: Not a bug
Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
Replies: 16
Views: 7235

Re: [2.0.16] Inconsistent recycle times for recipes that yield multiple items



We discussed this during 2.1 development and decided that it works as intended.


So than you 100% should made that discussion result public and EXPLAIN why you not considering this as a bug

"we decided that is not a bug" is memable way of solving bugs in development "just call it a feature ...
by TamTamTam
Tue Jun 23, 2026 6:11 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 157775

Re: Version 2.1.7


Oops yeah that was what i meant to quote.


Then it is done in bad taste. People don't complain about cheesy exploit like lds shuffle (which unfortunately still in the game), they complain that you removed workaround for what felt like a bug (concrete taking several time longer to recycle than it ...
by TamTamTam
Tue Jun 23, 2026 3:46 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 157775

Re: Version 2.1.7

Nerfing hazard concrete recycling feel a bit like a dick move, no offense. It was a technique that felt really smart to use instead of samey recycling. Also, it was kinda fixing what felt like an oversight of recycling recipes not taking in account amount of items per craft and concrete recycling ...
by TamTamTam
Fri Jun 19, 2026 11:44 am
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 176
Views: 33302

Re: Friday Facts #443 - More Planet Deliveries

Please, make cargo landing pad something else than passive rpovider chest so we can filter it from requests.

Also, great update, you are one of the best developer team there is.
by TamTamTam
Sat Jun 06, 2026 11:45 am
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 24626

Re: Friday Facts #441 - Space logistics improvements




Perhaps this could be solved with request priorities, dedicated rocket-loading buffers, or some other logistics-network feature. Is there already a recommended way to achieve this, or could this be considered as a potential quality-of-life improvement for Space Age?

Buffer chests should work ...
by TamTamTam
Fri Jun 05, 2026 12:42 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 24626

Re: Friday Facts #441 - Space logistics improvements


In my opinion, if it's technically possible to modify rocket capacity, it seems quality silos should be able to build quality rockets that can lift heavier cargo.
Currently, silos with quality beacons and quality speed modules cannot fully utilize their capabilities because they are limited by the ...
by TamTamTam
Fri Jun 05, 2026 12:02 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 24626

Re: Friday Facts #441 - Space logistics improvements

A bit of a question about "import from any". Does that mean if i request fuel from any planet and some planets don't have fuel, i can get stuck waiting on my requests satisfied?
by TamTamTam
Fri Jun 05, 2026 11:58 am
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 24626

Re: Friday Facts #441 - Space logistics improvements

So many cool changes, i especially like universe signals and setting requests to space platforms. Finally can properly automate my promethium platform without wasting science packs and without mods. A bit of a pity it makes AAI signal transmission redundant, i quite liked the visuals.

I just really ...
by TamTamTam
Tue Oct 28, 2025 2:27 pm
Forum: General discussion
Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Replies: 33
Views: 9799

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block

I know how probabilities work, no need to be condescending by telling me that what i am seeing is not what i am seeing.
by TamTamTam
Tue Oct 28, 2025 2:55 am
Forum: General discussion
Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
Replies: 33
Views: 9799

Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block

There is certainly a waste. When you recycle a product, you don't get the ingredients in same proportion. For example when i upcycle uranium ammo for dark green rocks, i get way more of the ammo back than i do green rocks, on every level of quality, so if i don't destroy it, my upcycling will jam ...
by TamTamTam
Wed Feb 05, 2025 6:55 am
Forum: Ideas and Suggestions
Topic: QoL suggestion for quality picker
Replies: 0
Views: 411

QoL suggestion for quality picker

Currently, after researching quality, all building placement requires you to pick quality additionally to recipe. This break user experience since in the duration of every single game you have to relearn habits for building placement, which is pretty inconvenient for an action you have to do quite ...

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