Search found 7 matches
- Tue May 06, 2025 2:06 am
- Forum: Gameplay Help
- Topic: Module amount exceeds module slots
- Replies: 4
- Views: 457
Re: Module amount exceeds module slots
I watched the video and I don't see the issue? You have labs with two productivity modules that are getting +8 productivity. All seems as it is supposed to be. If there is an issue please elaborate more specifically
In the second video you can see him taking out a productivity module, but then ...
- Thu May 01, 2025 6:32 pm
- Forum: Gameplay Help
- Topic: Module amount exceeds module slots
- Replies: 4
- Views: 457
Re: Module amount exceeds module slots
https://youtu.be/wFHeKJ-mKYE
Here is the important part with audio. Blame Discord for the low quality. And no there is no mods in the game, just base Space Age.
Here is the important part with audio. Blame Discord for the low quality. And no there is no mods in the game, just base Space Age.
- Thu May 01, 2025 1:12 pm
- Forum: Gameplay Help
- Topic: Module amount exceeds module slots
- Replies: 4
- Views: 457
Module amount exceeds module slots
https://youtu.be/wjhcj9AvZBA
Sorry for the cuts in the video, I was watching my friend play on Discord and tabbing out a lot, and he somehow managed to put an extra module in the labs, making it 3 productivity modules in 1 regular laboratory. Note that the lab stopped requesting some science packs ...
Sorry for the cuts in the video, I was watching my friend play on Discord and tabbing out a lot, and he somehow managed to put an extra module in the labs, making it 3 productivity modules in 1 regular laboratory. Note that the lab stopped requesting some science packs ...
- Sat Oct 19, 2024 6:40 am
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 38489
Re: Friday Facts #433 - Liftoff Initiated
Cargo pods should do a front-flip for landing, because that's actually the fastest way to slow down and change trajectory optimally (trust me I played Kerbal Space Program)
- Wed Sep 18, 2019 6:13 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 80826
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
You guys did not understand me. Just dont allow placing a fluid box, unless it is a known scenario, and doesnt mix fluids
That is the naive solution, that the dev tried first. But then Boskid showed him, that the problem of prohibiting illegal fluid system layout changes is itself fractal ...
- Wed Sep 18, 2019 3:13 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 80826
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
One suggestion: Make a "disconnected underground pipe" graphic. Like a capped pipe going toward the ground or something. Used for any case where you've placed one end but not the other. Would be useful for detecting these pipe network changed because a pipe in the middle was destroyed cases. May ...
- Fri Sep 13, 2019 5:58 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 80826
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Maybe i just dont understand something, but why not ONLY allow placing fluid boxes when it doesnt mix fluids? And dont allow to place them in ANY other case?