Search found 59 matches
- Mon Sep 14, 2026 7:40 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
Sorry, this was build in 2.1 thats why you get the errors and the misinsertion of the inserters. In 2.1. you can change on which side they are inserting! Big thing! Give it a go, its super stable. But thanks for pointing this out! You can just opt into the beta in steam by opting for the ...
- Tue Sep 08, 2026 7:45 pm
- Forum: Show your Creations
- Topic: Building space platform foundations... in spaaaaaace
- Replies: 3
- Views: 1938
Re: Building space platform foundations... in spaaaaaace
I find making them in space is actually quite good? Its not like you need them constantly? I have a platform that makes some 15 platforms per minute. If you have it running in the background, you always have enough to build medium-sized ships...
- Sun Sep 06, 2026 2:22 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
The cachalot-class
09-06-2026, 16-42-26.png
Tech: at least steel plate productivity and asteroid processivity lvl 6, laser weapon and physical projectile damage and stronger explosives lvl 10 and rail gun damage and shooting speed lvl 4
Max speed: 282 km/s with hyperdrive activated
Platforms ...
09-06-2026, 16-42-26.png
Tech: at least steel plate productivity and asteroid processivity lvl 6, laser weapon and physical projectile damage and stronger explosives lvl 10 and rail gun damage and shooting speed lvl 4
Max speed: 282 km/s with hyperdrive activated
Platforms ...
- Wed Sep 02, 2026 10:13 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
Ok, here some ships I built throughout the early bits of the game up to the early endgame when you start harvesting promethium on scale. I will also write a bit about the design principles in each ship. In general, all these ship are build with the intend of having them available as early as ...
- Sat Aug 29, 2026 7:00 am
- Forum: Ideas and Suggestions
- Topic: Allow turrets to output their total damage/kills to circuit network
- Replies: 3
- Views: 438
Re: Allow turrets to output their total damage/kills to circuit network
Sign! Or at least make it visible in the stats window....
- Tue Aug 25, 2026 6:29 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
So I was testing it a bit and have to admit that I dont see the clogging. My guess was that you guys have much higher asteroid productivity? I tested this with asteroid productivity 13 and the recommended research levels in the original post (laser weapon dmg lvl 14, physical projectile dmg lvl 14 ...
- Wed Aug 19, 2026 6:05 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
:D happens! But keep in mind that most things are balanced on the ship, so things may start to break at higher quality! But yeah the increased collecting rates should make the promethium collection much much quicker and you probably will finish way ahead of the schedule for the non quality ship ...
- Mon Aug 17, 2026 10:19 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
Cool, thanks for letting me know! If you run it in 2.1. and have high rail gun speed research, it may not work because it burns through the ammo quicker than its made and then eventually crashes. I havent investigated that yet but will be done within the next 2 weeks or so!
- Tue Jul 28, 2026 8:47 am
- Forum: Energy Production
- Topic: Cloverleaf 768MW steam turbine power plant for vulcanus
- Replies: 0
- Views: 424
Cloverleaf 768MW steam turbine power plant for vulcanus
Hey guys,
Havent seen one yet on the forum. I use it when I want to quickly scale on vulcanus and dont want to waste resources and space for solar plants. Individual blocks make each 192 MW. The print is scaled for a 1x1x1x1 grid of roboports. Its not 100% efficient, because techincally I could add ...
Havent seen one yet on the forum. I use it when I want to quickly scale on vulcanus and dont want to waste resources and space for solar plants. Individual blocks make each 192 MW. The print is scaled for a 1x1x1x1 grid of roboports. Its not 100% efficient, because techincally I could add ...
- Mon Jul 27, 2026 7:55 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
@NotHowI'dDoit
Hmmmm I tried to control things with limit sets in place, so should be alright. In general, this ship has everything balanced, if you increase consumption somewhere, increase production as well. You may need to test in the editor how fast you can go. I suggest you up the explosive dmg ...
Hmmmm I tried to control things with limit sets in place, so should be alright. In general, this ship has everything balanced, if you increase consumption somewhere, increase production as well. You may need to test in the editor how fast you can go. I suggest you up the explosive dmg ...
- Sun Jul 26, 2026 9:34 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
Are you playing on the new patch? I am, thats where the print is from :x I can confirm its a version issue, if you play 2.1 the blueprint works.... that explains the missing foundries.... usually I test all blue prints before I upload them by downloading what I uploaded, so I was quite puzzled when ...
- Sun Jul 26, 2026 9:11 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
Sry, I dont know what was going on, I definitely replaced it. Anyhow, I uploaded a new one. That works, I downloaded it and put it into the editor. Let me know if there is still something off. This BP has 100h of shipping going on, so it definitely works in my world. But again, mind the reset of the ...
- Sat Jul 25, 2026 6:46 am
- Forum: Ideas and Suggestions
- Topic: Broadcast Read Working to the circuit network for research labs
- Replies: 0
- Views: 183
Broadcast Read Working to the circuit network for research labs
TL;DR
I want Read Working for labs to output the activity status of research into the circuit network.
What?
Now that labs got more circuit options, can we also get read working please? This is just to track whether research is going on or control insertion.
Why?
Just bring labs in line with ...
I want Read Working for labs to output the activity status of research into the circuit network.
What?
Now that labs got more circuit options, can we also get read working please? This is just to track whether research is going on or control insertion.
Why?
Just bring labs in line with ...
- Sun Jul 19, 2026 6:37 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
Errr forwhatever reason the BP got corrupted? It is missing some assemblers O.O that also explains why they didnt collect in the front. There is a red wire that transmits signals from the back to the front. Anyhow, I uploaded a fixed BP and that appears to work well? Ie no clogging and the V resets ...
- Sat Jul 18, 2026 1:44 pm
- Forum: Combinator Creations
- Topic: need help with buffer to continue circuit
- Replies: 1
- Views: 391
Re: need help with buffer to continue circuit
Hello!
The problem your particular contraption has is that the on combinator is directly linked to the lamp (no delay at all), whereas all other signals pass through combinators and each combinator by default delays signals by 1 tick, ie in total 2 ticks delay. As a result, you get a 2 tick blip in ...
The problem your particular contraption has is that the on combinator is directly linked to the lamp (no delay at all), whereas all other signals pass through combinators and each combinator by default delays signals by 1 tick, ie in total 2 ticks delay. As a result, you get a 2 tick blip in ...
- Thu Jul 16, 2026 4:28 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
In my savegame it worked well. The most likely thing that happend is that the distance counter was not reset and thats why it stopped onwards to the shattered planet. There is an easy fix for this though, can you delete this combinator (the one with V-V displyed) and replace it and have the ship ...
- Thu Jul 16, 2026 8:37 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
Sorry, that may not have been clear from the description above. You can just replace the storage tank near the cryogenic plant with an assembler that unloads fluoroketone barrels, 2000 fluoroketone, ie. 40 barrels is enough. Just like this:
07-16-2026, 08-29-19.png
You also have to add some 50 ...
07-16-2026, 08-29-19.png
You also have to add some 50 ...
- Fri Jun 26, 2026 6:37 pm
- Forum: Combinator Creations
- Topic: programmable, scalable, bot auto mall (make anything machine, updated for 2.1!)
- Replies: 6
- Views: 10260
Re: programmable, scalable, bot auto mall (make anything machine, now with planet specific assemblers)
3.2 update for 2.1 done! Just had to swap a few settings, no new combinators. Gonna start a new map now and see if I catch other things. If you run into an issue let me know! Also planning on overhauling this to shrink size using a few new tricks I learned and the new options for reading signals ...
- Mon Jun 22, 2026 7:16 pm
- Forum: Show your Creations
- Topic: Finally got there is no spoon
- Replies: 4
- Views: 1624
Re: Finally got there is no spoon
Tough one, congrats!
! Did it myself some time ago, know the grid!
- Mon Jun 15, 2026 10:02 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Non-quality promethium science ship and design principles for making non-quality ships
- Replies: 29
- Views: 12369
Re: Non-quality promethium science ship and design principles for making non-quality ships
Ok, small update. Improved on my promethium science ship. Centered around the harvesting of 60k promethium within 1h.
06-15-2026, 20-32-42.png
Overview
Makes around 40k promethium science per hour, ie 10/s. 30 min towards the planet, 30 minutes back. Was tested with laser weapon dmg lvl 14 ...
06-15-2026, 20-32-42.png
Overview
Makes around 40k promethium science per hour, ie 10/s. 30 min towards the planet, 30 minutes back. Was tested with laser weapon dmg lvl 14 ...