Search found 88 matches

by spacedog
Fri Jun 26, 2026 10:38 am
Forum: Releases
Topic: Version 2.1.7
Replies: 244
Views: 157365

Re: Version 2.1.7



Any mod to revert this change?


As an alternative to a mod you can use /c game.player.insert("infinity-chest") and configure it to void items.


Am I misunderstanding this reply, or is the "solution" that's being suggested here for people to use a cheat instead of previously valid gameplay ...
by spacedog
Sun Jun 14, 2026 3:17 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 386
Views: 55307

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint



You're trolling at this point. No-one is forced to do it, and no-one who does it is complaining about it ruining their fun.

Whelp, I tried to be charitable. but at the end of the day you just don't care about other people.


WTF... that is the most completely surreal hot take.

You complain ...
by spacedog
Fri Jun 12, 2026 11:18 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 386
Views: 55307

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint


I would like to know which scenario it was even possible to have the splitters cause issues with that. Because the whole "put on the input side of splitters" thing only ever applied to splitters facing towards or away from the Inserter, both of which being cases that were quite literally unusable ...
by spacedog
Fri Jun 12, 2026 10:12 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 386
Views: 55307

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Ummm.... the thing with inserters dropping to the input side of splitters by default is a breaking change.

Inserter lane flipping is super cool, and will enable cleaner builds for belt enthusiasts. I like this a lot. Most importantly, when loading existing saves, it can default the target lane to ...
by spacedog
Fri Jun 05, 2026 8:09 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 24607

Re: Friday Facts #441 - Space logistics improvements



I really wish all circuit connection parameters had the little R and G buttons like Combinators do


Agree. That would be so nice for inserters too, comparing the red signal to the green signal in the condition for the inserter. Seems like low hanging fruit.


I can't see any universe in which ...
by spacedog
Wed Dec 03, 2025 7:22 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Replies: 22
Views: 19405

Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades


Capping it at 10 makes it a non-infinite research so it will be required for the research all tech achievement.


This didn't seem to be a problem for Weapon Shooting Speed research; we have to research all 6 levels of that tech for the achievement.

I get why the suggested change would be ...
by spacedog
Tue May 20, 2025 2:59 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Legendary electronic circuits 28/s
Replies: 8
Views: 9688

Re: Legendary electronic circuits 28/s

vjbone wrote: Tue May 20, 2025 11:13 am pls include wagons in your bp, its hard to find place available
I updated the blueprint with the cargo wagons included.

I thought they removed this in 2.0... it took a lot of searching to realize you have to hold down shift while capturing the blueprint for it to include trains.
by spacedog
Tue May 20, 2025 10:00 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Legendary electronic circuits 28/s
Replies: 8
Views: 9688

Re: Legendary electronic circuits 28/s

Here's a version meant for large scale production. It's only 22 circuits per second instead of 28, but at a lower UPS cost due to the following optimizations:


Cursed design abusing cargo wagons, to eliminate all internal belts and minimize the number of inserters. This doubles as the buffer ...
by spacedog
Thu May 15, 2025 9:43 pm
Forum: Ideas and Suggestions
Topic: Change agricultural science spoilage
Replies: 2
Views: 1343

Re: Change agricultural science spoilage

The proposed change would make the amount of science you get from an agricultural science pack deterministic.

Let's say I'm trying to make 1000 SPM of all sciences. With the current state of the game, I first have to figure out roughly how spoiled my agricultural science will be once it gets to the ...
by spacedog
Thu May 15, 2025 9:21 pm
Forum: Gameplay Help
Topic: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
Replies: 7
Views: 2920

Re: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly


I take it this is the case even if they're on different surfaces due to scripting?


Well, in the case I linked above, that was in the sandbox with a completely empty nauvis, no other planets, and just the one space platform. Having it be multithreaded per surface would probably be an easy change ...
by spacedog
Thu May 15, 2025 7:14 pm
Forum: Ideas and Suggestions
Topic: Change agricultural science spoilage
Replies: 2
Views: 1343

Change agricultural science spoilage

TLDR: The spoil timer for agricultural science should be much shorter, but in exchange the science value should not decrease over time.

It's cool you guys tried to do something different here, but it's not fun. The spoilage aspect is fine, but the fact that agricultural science packs have ...
by spacedog
Tue May 13, 2025 10:17 am
Forum: Show your Creations
Topic: The Space Anemone
Replies: 3
Views: 3025

Re: The Space Anemone

It would be great to have an infinite research that scale like research productivity and that adds +10% promethium science productivity per level.

Funny, I was actually thinking the same thing yesterday. But then I realized they'd have to cap it at 300% like everything else, and promethium ...
by spacedog
Tue May 13, 2025 9:27 am
Forum: Gameplay Help
Topic: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
Replies: 7
Views: 2920

Re: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly

Thanks for the report however there is nothing to do with this.

It would be great if this could get added to the list of potential performance optimizations for 2.1. Right now promethium science is far and away the biggest bottleneck for megabases. Giving turret and asteroid collector updates the ...
by spacedog
Tue May 13, 2025 8:49 am
Forum: Show your Creations
Topic: The Space Anemone
Replies: 3
Views: 3025

The Space Anemone

Because it kind of reminds me of a sea anemone.


SpaceAnemone.gif


0eNrtneFy2jgUhd/Fv6EjXUm2yavs7OyQ4KSeGps1ptNMJ+++hgaSEAy6/ui2O5tfnSbSOfI958iyL7Tfk9tqU6zasu6Sm+9JedfU6+Tmj+/Junyo59X2Z/V8WSQ3STsvq4dNPe02bVt0yST5ezOvyu6x/1VVPBT1Yt4+Jk+TpKwXxbfkxj5NToDM113RNuVietdUVXHXNe1FIHn6c5IUdVd2ZfFjabu ...
by spacedog
Mon Jan 20, 2025 11:23 pm
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 117
Views: 40480

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 ...
by spacedog
Sun Jan 12, 2025 10:19 am
Forum: Show your Creations
Topic: Space Platforms
Replies: 144
Views: 193784

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 ...
by spacedog
Sun Jan 12, 2025 7:46 am
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 117
Views: 40480

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 ...
by spacedog
Fri Jan 10, 2025 6:43 pm
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 117
Views: 40480

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 ...
by spacedog
Tue Dec 31, 2024 10:46 pm
Forum: General discussion
Topic: [SA] Molten Iron Challenge
Replies: 5
Views: 6406

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.
by spacedog
Tue Dec 31, 2024 6:15 am
Forum: General discussion
Topic: [SA] Molten Iron Challenge
Replies: 5
Views: 6406

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 ...

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