Search found 88 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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
I updated the blueprint with the cargo wagons included.vjbone wrote: Tue May 20, 2025 11:13 am pls include wagons in your bp, its hard to find place available
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.
- 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 ...
Cursed design abusing cargo wagons, to eliminate all internal belts and minimize the number of inserters. This doubles as the buffer ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
- 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 ...
- 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 ...
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: 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 ...
- 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.
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: 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 ...
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 ...