Search found 74 matches
- Mon Jan 20, 2025 11:23 pm
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 11117
Re: They need to rename Gleba to Bartleby
Luckily, if you don't like any of these new modes of playing, there's still good ol' 2.0 that you can play to your heart's content!
FWIW this kind of comes across like, "you can just go back to the old game and ignore the money you spent on Space Age if you don't like it." Not sure if that's ...
- Sun Jan 12, 2025 10:19 am
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 131
- Views: 29034
Re: Space Platforms
My endgame transport ship:
SmallTransport.jpg
0eNrtXduO4ziS/Rc/7toNBUndCjPzuB+wAyx60CgYSluZKZQt5chSddc08gPmL/Zh58fmS5bUxZZtUSJ1fMmq9kuVrBRDFBk8DAbjBH+fPW3K+C1P0mL26fdZssrS3ezTL7/PdslLGm3UvTTaxrNPs+I1L3dFnM/ms7+X0SYpvsmbm/glTtdR/m32Pp8l6Tr+bfaJ3uc9xXdv0SpevG2i4jnLt4vX8qlThL1/ns/itEiKJK5fX ...
- Sun Jan 12, 2025 7:46 am
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 11117
Re: They need to rename Gleba to Bartleby
You're right that Nauvis -> Vulcanis -> Fulgora -> Gleba is the clearly intended progression if you want the least amount of friction. But this kind of speaks to my point.
The original game didn't prescribe a super clear path through the tech tree, and in general it didn't actively punish you for ...
The original game didn't prescribe a super clear path through the tech tree, and in general it didn't actively punish you for ...
- Fri Jan 10, 2025 6:43 pm
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 11117
Re: They need to rename Gleba to Bartleby
I will 1000% agree with your first point. And I don’t think you’ll find too many people defending that one either. I totally get the “messy tangled organic mess” vibe the devs were aiming for, and I guess to their credit they achieved that. But it’s also a masterclass in un-usability and visual ...
- Tue Dec 31, 2024 10:46 pm
- Forum: General discussion
- Topic: [SA] Molten Iron Challenge
- Replies: 5
- Views: 1506
Re: [SA] Molten Iron Challenge
Okay, I understand then, if the point is to make use of a waste product.
I'm not convinced it's worth the extra effort, and there are automated ways to void fluids. But I can appreciate the challenge of a "zero waste" factory.
I'm not convinced it's worth the extra effort, and there are automated ways to void fluids. But I can appreciate the challenge of a "zero waste" factory.
- Tue Dec 31, 2024 6:15 am
- Forum: General discussion
- Topic: [SA] Molten Iron Challenge
- Replies: 5
- Views: 1506
Re: [SA] Molten Iron Challenge
What is the goal here? Is it to figure out the best ways to abuse only the foundry's prod bonus? Or to get the most legendary plates per minute?
A single upcycled metallic asteroid chunk will net you (with full crusher prod bonuses) 120 legendary plates after smelting the ore. I'm pretty sure ...
A single upcycled metallic asteroid chunk will net you (with full crusher prod bonuses) 120 legendary plates after smelting the ore. I'm pretty sure ...
- Sun Dec 29, 2024 6:01 am
- Forum: Minor issues
- Topic: [2.0.28] Window is unresponsive during launch
- Replies: 4
- Views: 541
Re: [2.0.28] Window is unresponsive during launch
Well, I'm on an i7-13700 with a hardware RAIDed NVM setup with read benchmarks close to 6GB/s through DirectStorage. I never see the disk utilization go above ~15% while the game is launching, which makes me really wonder what the game code is doing that hangs the window for 6-7 seconds...
Other ...
Other ...
- Sun Dec 29, 2024 4:23 am
- Forum: Pending
- Topic: [2.0.28] Pump not respecting "set filters" signal, internal buffer still loading into fluid wagons
- Replies: 11
- Views: 709
Re: [2.0.28] Pump not respecting "set filters" signal, internal buffer still loading into fluid wagons
What's the alternative behavior?
One perfectly reasonable option would simply be to discard any fluid in the internal buffer that doesn't match the new filter. It's basically the same thing that happens with crafting machines (and has been confirmed to be by design ), just on a much smaller ...
- Sun Dec 29, 2024 3:52 am
- Forum: Minor issues
- Topic: [2.0.28] Window is unresponsive during launch
- Replies: 4
- Views: 541
[2.0.28] Window is unresponsive during launch
If you run the game (on Windows) in windowed mode, the window cannot be moved, resized, or minimized for long periods of time while the game is launching. Attempting to click anywhere in the window causes "not responding" to be added to the window title. This only seems to happen the first time the ...
- Sun Dec 22, 2024 11:42 am
- Forum: Duplicates
- Topic: [2.0.28] Turret electrical recharge rate is scaling with quality
- Replies: 6
- Views: 622
Re: [2.0.28] Turret electrical recharge rate is scaling with quality
It seem you are only considering the use in platforms that have insufficient energy production...
I have a legendary fusion reactor and a legendary generator. 125 MW would be more than enough for the entities on my platform if it weren't for these extra-large power spikes.
...makes it sound ...
- Sun Dec 22, 2024 10:12 am
- Forum: Duplicates
- Topic: [2.0.28] Turret electrical recharge rate is scaling with quality
- Replies: 6
- Views: 622
Re: [2.0.28] Turret electrical recharge rate is scaling with quality
The bug is exactly what the title says. :roll:
Here's the max recharge rate, from the game files :
614 input_flow_limit = "9600kW",
So for 4 laser turrets firing at once, the maximum drain I should see is 38.4 MW. But I'm seeing 96 MW for 4 legendary turrets, which is exactly 2.5 times the ...
Here's the max recharge rate, from the game files :
614 input_flow_limit = "9600kW",
So for 4 laser turrets firing at once, the maximum drain I should see is 38.4 MW. But I'm seeing 96 MW for 4 legendary turrets, which is exactly 2.5 times the ...
- Sun Dec 22, 2024 9:38 am
- Forum: Duplicates
- Topic: [2.0.28] Turret electrical recharge rate is scaling with quality
- Replies: 6
- Views: 622
[2.0.28] Turret electrical recharge rate is scaling with quality
I have 5 legendary laser turrets on a space platform. Here's a screenshot of the power drain when 4 of them fire at once:
power.jpg
These 5 turrets have the potential to wipe out an entire legendary fusion generator on their own for a few ticks, multiple times per second. This is completely ...
power.jpg
These 5 turrets have the potential to wipe out an entire legendary fusion generator on their own for a few ticks, multiple times per second. This is completely ...
- Mon Dec 16, 2024 8:29 pm
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 52
- Views: 6766
Re: Does "Quality" Make Fusion Reactors Worse?
The power draw of those are all different.
The question isn’t “how much power does your factory have to use in order to get a specific neighbor bonus”.
The original post is complaining that for any given power draw, different quality reactors result in different neighbor bonuses, which impacts ...
The question isn’t “how much power does your factory have to use in order to get a specific neighbor bonus”.
The original post is complaining that for any given power draw, different quality reactors result in different neighbor bonuses, which impacts ...
- Mon Dec 16, 2024 12:59 pm
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 52
- Views: 6766
Re: Does "Quality" Make Fusion Reactors Worse?
[Moderated by Koub : response to a since then moderated post]
- Mon Dec 16, 2024 12:55 pm
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 52
- Views: 6766
Re: Does "Quality" Make Fusion Reactors Worse?
Even on the easiest plant to use it on (Aquilo, as you don't have to ship anything other than holmium there to sustain fusion), I don't bother with it, because I can't get heat out of it that I desperately need on that planet.
I'm 100% with you on this one. Not having a plasma heat exchanger ...
- Mon Dec 16, 2024 12:34 pm
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 52
- Views: 6766
Re: Does "Quality" Make Fusion Reactors Worse?
Saying that some other factor produces the same negative effect that "upgrading" quality does, does not disprove or discount the fact that higher quality makes that thing worse .
It makes that thing worse for your use case.
It sounds like you want quality to be a multiplier on the neighbor ...
- Mon Dec 16, 2024 12:11 pm
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 52
- Views: 6766
Re: Does "Quality" Make Fusion Reactors Worse?
It is directly related to quality. More active reactors gives higher efficiency bonus. How do you get the most active reactors? Use those with the lowest output. It's that simple.
This is the part where you went wrong. It may seem that way from your measurements, but you're interpreting the ...
- Mon Dec 16, 2024 5:26 am
- Forum: Gameplay Help
- Topic: Aquilo - Ammoniacal Solution bottleneck
- Replies: 6
- Views: 3584
Re: Aquilo - Ammoniacal Solution bottleneck
You can exploit this behavior to void any fluids you don't want. A single assembler, with a circuit toggling the ice platform recipe on/off every tick, will erase thousands of units of ammonia per second.
It would essentially break recipe switching involving fluids if they "fixed" this, so I can ...
It would essentially break recipe switching involving fluids if they "fixed" this, so I can ...
- Mon Dec 16, 2024 2:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] The sound is extremely loud if multiple technologies complete at the same time.
- Replies: 4
- Views: 936
Re: The sound is extremely loud if multiple technologies complete at the same time.
Honestly, this sounds like a bug that should be reported as such. There are lots of bugs like this that they're simply unaware of, and don't find out about until mods start exercising things in ways the base game doesn't.
- Mon Dec 16, 2024 2:43 am
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 51
- Views: 5983
Re: Please, PLEASE make circuit connection behavior configurable per wire
A giant +1 on this.
TBH, this isn't even a feature request. This feature already exists in the game, but for some inscrutable reason it's only exposed in some places but not others.
Maybe the title of this suggestion should be "please finish your half-completed updates to circuit networks". :lol:
TBH, this isn't even a feature request. This feature already exists in the game, but for some inscrutable reason it's only exposed in some places but not others.
Maybe the title of this suggestion should be "please finish your half-completed updates to circuit networks". :lol: