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 ...
Search found 80 matches
- Thu May 15, 2025 9:43 pm
- Forum: Ideas and Suggestions
- Topic: Change agricultural science spoilage
- Replies: 2
- Views: 91
- 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: 750
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 ...
- Thu May 15, 2025 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Change agricultural science spoilage
- Replies: 2
- Views: 91
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 ...
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 ...
- Tue May 13, 2025 10:17 am
- Forum: Show your Creations
- Topic: The Space Anemone
- Replies: 2
- Views: 201
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 ...
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 ...
- 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: 750
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 ...
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 ...
- Tue May 13, 2025 8:49 am
- Forum: Show your Creations
- Topic: The Space Anemone
- Replies: 2
- Views: 201
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 ...
SpaceAnemone.gif
0eNrtneFy2jgUhd/Fv6EjXUm2yavs7OyQ4KSeGps1ptNMJ+++hgaSEAy6/ui2O5tfnSbSOfI958iyL7Tfk9tqU6zasu6Sm+9JedfU6+Tmj+/Junyo59X2Z/V8WSQ3STsvq4dNPe02bVt0yST5ezOvyu6x/1VVPBT1Yt4+Jk+TpKwXxbfkxj5NToDM113RNuVietdUVXHXNe1FIHn6c5IUdVd2ZfFjabu ...
- Mon Jan 20, 2025 11:23 pm
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 12389
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: 134
- Views: 34266
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: 12389
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: 12389
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: 1736
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: 1736
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: 607
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: 807
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: 607
[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: 734
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: 734
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: 734
[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: 7964
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: 7964
Re: Does "Quality" Make Fusion Reactors Worse?
[Moderated by Koub : response to a since then moderated post]