Side note : while the map estimation doesn't take amount into account, the hover panel does inclue it in its calculation.
I merged the former 2 resources in one for the demonstration (item amount decreased to 3000 as well) :
Capture d’écran 2026-08-12 155526.png
Capture d’écran 2026-08-12 155600 ...
Search found 49 matches
- Wed Aug 12, 2026 1:57 pm
- Forum: Modding interface requests
- Topic: [Bug / modding request] Fluid finite patches amount isn't rightly calculated in map view if product amount > 1
- Replies: 1
- Views: 148
- Wed Aug 12, 2026 1:50 pm
- Forum: Modding interface requests
- Topic: [Bug / modding request] Fluid finite patches amount isn't rightly calculated in map view if product amount > 1
- Replies: 1
- Views: 148
[Bug / modding request] Fluid finite patches amount isn't rightly calculated in map view if product amount > 1
Hi,
i found this bug while developping a mod, i guess given its repro conditions don't happen in vanilla i thought i should put it in here in modding requests.
What
If i define a resource patch containing fluids with a finite amount, its content estimation shown in map view doesn't take into ...
i found this bug while developping a mod, i guess given its repro conditions don't happen in vanilla i thought i should put it in here in modding requests.
What
If i define a resource patch containing fluids with a finite amount, its content estimation shown in map view doesn't take into ...
- Sat Aug 01, 2026 7:13 pm
- Forum: Implemented mod requests
- Topic: ignored_by_productivity results property is ignored for resources
- Replies: 2
- Views: 309
Re: ignored_by_productivity results property is ignored for resources
Thanks for the implementation.
- Fri Jul 31, 2026 5:39 pm
- Forum: Implemented mod requests
- Topic: ignored_by_productivity results property is ignored for resources
- Replies: 2
- Views: 309
ignored_by_productivity results property is ignored for resources
Hi !
I encountered this bug and couldn't find a similar issue on the forum so here's a report.
What
The results field of a resource does not apply the property ignored_by_productivity
Repro
I created a resource with the following properties (code below). My understanding is that it should not ...
I encountered this bug and couldn't find a similar issue on the forum so here's a report.
What
The results field of a resource does not apply the property ignored_by_productivity
Repro
I created a resource with the following properties (code below). My understanding is that it should not ...
- Mon Jul 06, 2026 3:31 pm
- Forum: Modding interface requests
- Topic: Space connection with hidden = true don't get hidden while planets do
- Replies: 0
- Views: 163
Space connection with hidden = true don't get hidden while planets do
Hi there, i am not sure this is a bug or a feature request so I post it here. (Couldn't find a duplicate either.)
The behavior of "hidden = true" is different across space connections and space locations / planets.
Current behavior (2.1.9)
- A planet or space-location declared with hidden = true ...
The behavior of "hidden = true" is different across space connections and space locations / planets.
Current behavior (2.1.9)
- A planet or space-location declared with hidden = true ...
- Thu Dec 19, 2024 11:07 am
- Forum: Implemented Suggestions
- Topic: Hide GUI
- Replies: 8
- Views: 5750
Re: Hide GUI
I don't find it, could you tell me where is it available ?
- Thu Dec 19, 2024 10:18 am
- Forum: Ideas and Suggestions
- Topic: Pop-Up Preventing Logistics Networks Merging by Accident
- Replies: 5
- Views: 1905
Re: Pop-Up Preventing Logistics Networks Merging by Accident
Alternative solution
In Logistics View, when selecting a roboport network, have a button to "lock" a roboport network.
A locked network behaves as follows:
- Adding a roboport that simply extends the logistics networks works normally
- Adding a roboport that merges the locked network and another ...
In Logistics View, when selecting a roboport network, have a button to "lock" a roboport network.
A locked network behaves as follows:
- Adding a roboport that simply extends the logistics networks works normally
- Adding a roboport that merges the locked network and another ...
- Thu Nov 14, 2024 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Pop-Up Preventing Logistics Networks Merging by Accident
- Replies: 5
- Views: 1905
Re: Pop-Up Preventing Logistics Networks Merging by Accident
You are not forced to be toxic to say you disagree you know.
EustaceCS wrote: Thu Nov 14, 2024 2:23 pm I'm really tempted to go salty here. But I wouldn't. But I could.
- Thu Nov 14, 2024 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Add a second recipe for fruit processing that makes only seeds
- Replies: 6
- Views: 2422
Re: Add a second recipe for fruit processing that makes only seeds
I think the answer to your problem is that seeds are burnable ? You can dump the excess in your power plant or simply in the burner you unlock on this planet
- Thu Nov 14, 2024 12:27 pm
- Forum: Ideas and Suggestions
- Topic: Items per minute under second to help with values
- Replies: 16
- Views: 8906
Re: Items per minute under second to help with values
If it was per minute you would end up with numbers being less precise i think, as some recipe output a lot of items, going in the hundreds or even thousands
- Thu Nov 14, 2024 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Increase color contrast for agricultural tower overlay
- Replies: 26
- Views: 11689
Re: Increase color contrast for agricultural tower overlay
Hello,
I am not color blind but I also have the issue on Gleba, the planet is globally hard to read with its many many plants all sharing very close tints. Happily the map is much more contrasted but both should read
I am not color blind but I also have the issue on Gleba, the planet is globally hard to read with its many many plants all sharing very close tints. Happily the map is much more contrasted but both should read
- Thu Nov 14, 2024 12:11 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.15] [Space Age] Buildings spots for pumps do not show on copy entity build mode
- Replies: 4
- Views: 1549
Re: [2.0.15] [Space Age] Buildings spots for pumps do not show on copy entity build mode
Hello, I personnally use the tiny differences there is between the 2 modes for edge cases
For instance if I want to measure the number of tiles between 2 machines i copy a power pole, paste it quickly along the distance i want to measure (which make it place a power pole every tile) and then ctrl-c ...
For instance if I want to measure the number of tiles between 2 machines i copy a power pole, paste it quickly along the distance i want to measure (which make it place a power pole every tile) and then ctrl-c ...
- Thu Nov 14, 2024 12:02 pm
- Forum: Ideas and Suggestions
- Topic: Pop-Up Preventing Logistics Networks Merging by Accident
- Replies: 5
- Views: 1905
Pop-Up Preventing Logistics Networks Merging by Accident
Hello o/
I've been playing Space Age over the last weeks and it's a blast. I am here to talk about Logistics Networks, its improvement are very very good, I have a few suggestions or considerations about it.
Here is the list of my suggestions
1. Pop-up Preventing Logistics Network Merging → This ...
I've been playing Space Age over the last weeks and it's a blast. I am here to talk about Logistics Networks, its improvement are very very good, I have a few suggestions or considerations about it.
Here is the list of my suggestions
1. Pop-up Preventing Logistics Network Merging → This ...
- Thu Nov 14, 2024 9:49 am
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 45151
Re: Friday Facts #436 - Lost in Translation
Hello
I play in French and there is a text that isn't localised : when hovering the spoilage priority selection the pop-up is still in english
I play in French and there is a text that isn't localised : when hovering the spoilage priority selection the pop-up is still in english
- Fri May 03, 2024 5:10 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 95405
Re: Friday Facts #409 - Diminishing beacons
In addition to my last message, as beacons only accept speed and efficiency modules, there might be an interesting idea in having speed-only compatible beacons and efficiency-only compatible beacons with different areas of effect
- Fri May 03, 2024 5:02 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 95405
Re: Friday Facts #409 - Diminishing beacons
Hi
I think these changes won't change anything to how i will play the game. In my endgame base (160hrs in) i spam trains and lines of assemblers surrounded by an always similar set of beacons. I am not yet to the point where placing beacons is a chore but it starts to feel boring.
In this regard ...
I think these changes won't change anything to how i will play the game. In my endgame base (160hrs in) i spam trains and lines of assemblers surrounded by an always similar set of beacons. I am not yet to the point where placing beacons is a chore but it starts to feel boring.
In this regard ...
- Fri Apr 19, 2024 6:03 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 31824
Re: Friday Facts #407 - Automating a soundtrack
Immensely interesting, this kind of advanced music system is too rare in video games
It reminds me a little bit of this approach, used by another studio, for a similar effect of "always slightly different music". Maybe you already know it!
Amanita Design - The Music of Creaks (making-of)
https ...
It reminds me a little bit of this approach, used by another studio, for a similar effect of "always slightly different music". Maybe you already know it!
Amanita Design - The Music of Creaks (making-of)
https ...
- Fri Oct 06, 2023 11:49 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 82403
Re: Friday Facts #379 - Abstract rewiring
I am a bit puzzled by the 2 types of copper wires. Wouldn't it be better if you clearly split the 2 items? Introducing a different icon for the wire in the toolbar, so that there is no confusion possible with the copper wire item in recipes and on the bus
- Fri Sep 15, 2023 4:28 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 193382
Re: Friday Facts #376 - Research and Technology
Great FFF!
I wasn't really sold on the quality feature last week, but the more i think about it, the more it makes sense to me.
Now speaking of the new researchs for improved recipes, I start to see a trend I am not sure how to feel about.
Basically, it looks like the game is becoming a lot more ...
I wasn't really sold on the quality feature last week, but the more i think about it, the more it makes sense to me.
Now speaking of the new researchs for improved recipes, I start to see a trend I am not sure how to feel about.
Basically, it looks like the game is becoming a lot more ...
- Fri Sep 08, 2023 5:43 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 487622
Re: Friday Facts #375 - Quality
I have mixed feelings about the Quality.
On one hand, it looks like I will be able to optimize even more, crunch more numbers (hopefully having game-integrated tools for that btw) and reach higher factory perfection
On the other hand, I am a bit disappointed the late game renewal is relying so ...
On one hand, it looks like I will be able to optimize even more, crunch more numbers (hopefully having game-integrated tools for that btw) and reach higher factory perfection
On the other hand, I am a bit disappointed the late game renewal is relying so ...