Search found 403 matches
- Sun Jun 14, 2026 12:37 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 382
- Views: 44517
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Let's be honest here. Who actually uses the asteroid reroll recipe in a serious, non quality way? Every single corner of space has an abundance of all 3 rocks, and if you have too many of one type the reroll only has a 20% chance of getting the type you need. There is very little practical need ...
- Mon Jun 08, 2026 5:38 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 21509
Re: Friday Facts #441 - Space logistics improvements
Now I see diagonal rocket nozzles and can't unsee it :cry:
06-05-2026, 14-48-12.png
I know, right? It's bugged me for years. I'm honestly surprised more people don't complain about it; there's got to be a lot of overlap between this game's playerbase and KSP, so we should have plenty of ...
- Wed May 27, 2026 1:01 pm
- Forum: Gameplay Help
- Topic: wireless connection of logistics boxes
- Replies: 19
- Views: 1239
Re: wireless connection of logistics boxes
Okay, I see now. Then what you should do is make a feature request, since as far as I know enabling and disabling an entity based on an internal condition has never been a thing, aside from trains. It’s either a logistics condition or a circuit condition, and until you connect a wire a circuit ...
- Tue May 26, 2026 7:00 pm
- Forum: Gameplay Help
- Topic: wireless connection of logistics boxes
- Replies: 19
- Views: 1239
Re: wireless connection of logistics boxes
If you want bots to take a break from delivering to a chest, you need to define a high threshold where they stop delivering, like 200. Then you need to define a low threshold where they start delivering again until they hit the high threshold again, like 100.
So once the chest hits 200 items, it ...
So once the chest hits 200 items, it ...
- Tue May 26, 2026 5:09 pm
- Forum: Gameplay Help
- Topic: wireless connection of logistics boxes
- Replies: 19
- Views: 1239
Re: wireless connection of logistics boxes
Yes, but in the case of constant consumption, and on legendary factories and on legendary lighthouses with legendary speed modules, the drones will fly constantly. If you need to produce items on 150 slabs and don't need any more, the drones will only bring items when you need them, but if you don ...
- Tue Feb 17, 2026 4:26 pm
- Forum: Gameplay Help
- Topic: Fulgora Starting Patch Size Bug?
- Replies: 3
- Views: 651
Re: Fulgora Starting Patch Size Bug?
Fulgora has extremely rich patches on small vault islands, and poorer ones on the medium sized city ones.
- Mon Feb 02, 2026 7:24 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 63
- Views: 14831
Re: My space age review
Do you have examples of something being suppressed?
- Thu Oct 30, 2025 7:58 pm
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 14
- Views: 5132
- Thu Oct 30, 2025 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Default to ice platform + concrete when first arriving on Aquilo
- Replies: 6
- Views: 1943
Re: Default to ice platform + concrete when first arriving on Aquilo
Foundationjuliawtapp wrote: Wed Oct 29, 2025 8:59 pm [T]here are no other valid tiles that one can use as far as I know
Hazard concrete, refined concrete, refined hazard concrete
- Sun Sep 21, 2025 3:54 pm
- Forum: Balancing
- Topic: Scale Roboport Supply Area and Construction Area with quality
- Replies: 9
- Views: 2853
Re: Make roboport areas scale with quality
This is not a good idea, since it can break set ups that rely on the logistics area being a specific size. It would turn higher quality roboports from being a simple drop in replacement to one where you have to adjust the build to make sure that areas that are supposed to be disconnected stay that ...
- Thu Sep 11, 2025 4:05 pm
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 15
- Views: 5610
Re: Stop the multiply effect of turret damage
I’ve never used a flamethrower turret. Doesn’t seem to have caused me any problems.
- Sat Aug 23, 2025 4:07 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 46
- Views: 10327
Re: Possible yumako tree seed rate issue
Share a picture, blueprint, or save so we can take a look.
- Sun Aug 17, 2025 8:11 pm
- Forum: General discussion
- Topic: Do you bother with slower belts after unlocking and producing faster ones?
- Replies: 8
- Views: 3379
Re: Do you bother with slower belts after unlocking and producing faster ones?
I build with the fastest belt I currently mass produce. It’s not worth my time and attention to decide which belt type to use in every situation.
- Sat Aug 09, 2025 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Inserter Filtering as a Tech Unlock
- Replies: 24
- Views: 4240
Re: Inserter Filtering as a Tech Unlock
Every inserter has been capable of filtering for as long as I’ve been playing. The only change is that we now have manual control over filters for all inserters.
Even without explicitly set filters, an inserter has always been capable of taking only the correct items from a belt for the machines ...
Even without explicitly set filters, an inserter has always been capable of taking only the correct items from a belt for the machines ...
- Sat Jul 05, 2025 6:02 pm
- Forum: Outdated/Not implemented
- Topic: Allow us put more landing pads. With high distance from each
- Replies: 15
- Views: 6888
Re: Allow us put more landing pads. With high distance from each
For me, the main thing the one pad per planet limit accomplished was to disincentivize me from dealing with bulk interplanetary logistics at all. I don't like the idea of using bots for primary logistics and I'm not a circuit expert, so that already pretty sharply limited what I would be able to do ...
- Fri Apr 11, 2025 10:39 am
- Forum: Won't fix.
- Topic: [Pard][2.0.23] Achievement "make it better" not awarded
- Replies: 10
- Views: 3386
Re: [Pard][2.0.23] Achievement "make it better" not awarded
Could the description of the achievement be updated to reflect this requirement?
- Tue Apr 01, 2025 11:43 am
- Forum: Ideas and Suggestions
- Topic: Rocket Silo Logistics Need Improvement
- Replies: 4
- Views: 1719
Re: Rocket Silo Logistics Need Improvement
whatever is wanted, the bots deliver it in exactly the quantity desired, as long as there's no room.
This is only true for logistics to the player. For delivery to chests the bots will always pick up their maximum load, even if this will result in an oversupply. Since bots in an unmodified game ...
This is only true for logistics to the player. For delivery to chests the bots will always pick up their maximum load, even if this will result in an oversupply. Since bots in an unmodified game ...
- Thu Mar 20, 2025 11:33 am
- Forum: Gameplay Help
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 6953
Re: Arc furnace VS blast furnace
Efficiency modules mean that electric furnaces consume less power and therefore less coal.Nimsy_Van_Hinden wrote: Wed Mar 19, 2025 5:25 pm Great and satisfying answer! Thanks a lot.
So, I’ll stick to the steel furnaces until I have unlimited power. I don’t want to use solar panels, and I want to keep my coal consumption low.
- Wed Mar 19, 2025 12:55 pm
- Forum: Gameplay Help
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 6953
Re: Arc furnace VS blast furnace
There is nothing called arc furnace or blast furnace in Space Age.
There are the stone, steel, and electric furnaces. The first two are 2x2 and the electric is 3x3.
Then there is the foundry, which is not a furnace and does not run furnace recipes. It is 7x7.
There are the stone, steel, and electric furnaces. The first two are 2x2 and the electric is 3x3.
Then there is the foundry, which is not a furnace and does not run furnace recipes. It is 7x7.
- Wed Mar 19, 2025 12:08 pm
- Forum: Gameplay Help
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 6953
Re: Arc furnace VS blast furnace
What mod are you using?