Search found 123 matches
- Thu Oct 09, 2025 1:43 am
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 12
- Views: 930
Re: Deathworld Marathon: Great game
Currently entering late game on a Death World play through and I enjoyed it. There were definitely some close calls in the early game. "If I don't win this fight and take this ore patch, I'm dead." Unlocking artillery did feel like a breaking point. Could finally drive everything far enough away ...
- Mon Oct 06, 2025 2:41 am
- Forum: Ideas and Suggestions
- Topic: Fluid Purity : an Item-Quality-like mechanic for Fluids
- Replies: 14
- Views: 934
Re: Fluid Purity : an Item-Quality-like mechanic for Fluids
Do you need a special recycler for this? Once something's been made with the fluid (eg. iron plate) it already recycles into itself, as does Holmium plate, for the very reason that it can come from ore or a liquid. AFAIK all such items do. By your own rules, the creation of pure fluids is ...
- Sun Sep 28, 2025 2:51 am
- Forum: Gameplay Help
- Topic: Circuit-Established Landing Pad Requests Not Truly Fulfilled
- Replies: 4
- Views: 362
Re: Circuit-Established Landing Pad Requests Not Truly Fulfilled
☝️ what he said. Either leave in the pad (what I do, since there will be a million cargo bays on Nauvis anyway for drop volume) or pull it out and into the logi net.
I don't think it's worked like that ever, or not in a long time. I did something similar last year when SA launched, pulling things ...
I don't think it's worked like that ever, or not in a long time. I did something similar last year when SA launched, pulling things ...
- Sat Sep 27, 2025 10:02 pm
- Forum: Gameplay Help
- Topic: Circuit-Established Landing Pad Requests Not Truly Fulfilled
- Replies: 4
- Views: 362
Re: Circuit-Established Landing Pad Requests Not Truly Fulfilled
It's not a bug, but you're overthinking it. Request 1000 in the landing pad (or set that request). It will subtract the contents and request the remainder automatically.
- Fri Sep 26, 2025 11:18 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Re: Let's talk train design
I just stumbled about this topic. And I actually set up a trainsystem with that idea:
- Empty trains wait central depot stations.
- Requester stations will only request as many trains as they can actually empty out.
- Provider stations will only be activated, if they have enough to supply a ...
- Thu Sep 25, 2025 10:22 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Re: Let's talk train design
Hmm. You are right. It is not straightforward that it does not work for loading. -> I think it can be made that way, that it does not have to empty, so it "remember" what to load and unload all the time, because the cargo is not empty. "I got oil, okay I start to unload it. I am almost empty ...
- Thu Sep 25, 2025 2:30 am
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Re: Let's talk train design
Nooby question but is the reason why you'd need/want something more complex than the standard "bag of trains" interrupt-based approach described in the FFF just around not needing to make as many trains? I've been using that for a bit and haven't really ramped up too much but I did notice ...
- Wed Sep 24, 2025 10:57 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Re: Let's talk train design
Nooby question but is the reason why you'd need/want something more complex than the standard "bag of trains" interrupt-based approach described in the FFF just around not needing to make as many trains? I've been using that for a bit and haven't really ramped up too much but I did notice that ...
- Wed Sep 24, 2025 9:20 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Re: Let's talk train design
Nooby question but is the reason why you'd need/want something more complex than the standard "bag of trains" interrupt-based approach described in the FFF just around not needing to make as many trains? I've been using that for a bit and haven't really ramped up too much but I did notice that it ...
- Wed Sep 24, 2025 5:35 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Re: Let's talk train design
I re-read the FFFs and didn't see where they mention LTN specifically. The idea that interrupts can *replace* LTN in a working factory was the immediate reaction to those blog posts. But the community has been trying for a year and a half to *replicate* LTN with interrupts alone and largely failed ...
- Wed Sep 24, 2025 4:56 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Re: Let's talk train design
reply
What you describe is essentially the intended approach from the FFF. Their solution is really only intended to abstract away the train type and schedule and not be a "vanilla LTN".
However, in the FFF, they say that LTN is one of the things you can build with this system. I am interested ...
- Wed Sep 24, 2025 3:10 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Re: Let's talk train design
New idea:
- Have a supply train attempt to go to the requester first. If destination not full, reroute to a supplier. If destination full, go to wait for some duration.
---- Reason: Even if 11 suppliers are open, only one train will dispatch if only one requester is open. The rest will fail the ...
- Have a supply train attempt to go to the requester first. If destination not full, reroute to a supplier. If destination full, go to wait for some duration.
---- Reason: Even if 11 suppliers are open, only one train will dispatch if only one requester is open. The rest will fail the ...
- Wed Sep 24, 2025 12:53 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2090
Let's talk train design
Here is something that's currently on my mind. We all want to build a logistic train system in vanilla. It sounded so easy in the FFF. Here's the problem: The natural way to do it with interrupts doesn't work with multiple provider stations. I think by now, all the train afficianados know the type ...
- Fri Sep 05, 2025 1:10 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 11
- Views: 1487
Re: If you could land on the Shattered Planet, what would it be like?
The core of the planet is where all the gravity is. That will pull heavier elements down. So, the sky's the limit. Because we don't know what promethium is, and what it's elemental properties are. So we don't know what is there.
Heavier elements could include things like gold, or uranium. Gravity ...
- Wed Sep 03, 2025 1:02 am
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 11
- Views: 1487
Re: If you could land on the Shattered Planet, what would it be like?
Considering how ships usually crash-land there, I'd imagine a world filled with rogue turrets, biters, maybe a few spidertrons and tanks, all shooting at each other and the player. There will be scraps recycling to legendary buildings while spawning tough living enemies when recycled.
With the ...
- Tue Sep 02, 2025 2:57 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 11
- Views: 1487
Re: If you could land on the Shattered Planet, what would it be like?
I'll go first. Little islands which can't be connected by rails, belts, or maybe even bots. Instead you attach engines to them so you can push production around as needed. These can be scheduled like trains. You need some mechanic to keep the player from bunching up too many of them.
- Tue Sep 02, 2025 2:55 pm
- Forum: General discussion
- Topic: If you could land on the Shattered Planet, what would it be like?
- Replies: 11
- Views: 1487
If you could land on the Shattered Planet, what would it be like?
Not sure if this topic has come up before but the idea interests me (and hopefully some of you).
What would the Shattered Planet game mechanics be? What tech would you unlock and take back to Nauvis?
What would the Shattered Planet game mechanics be? What tech would you unlock and take back to Nauvis?
- Fri Aug 29, 2025 9:48 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 91
- Views: 47793
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
The older I get the more I think younger generationa smoke crack during their childhood. What am I reading in this thread ...
Lol man. I agree.
I come back after a year and this thread is still alive. The devs put in hard work to make this awesome game and here people are, whining about the ...
- Fri Aug 29, 2025 9:43 pm
- Forum: Gameplay Help
- Topic: Astroid build-up at low speed on trip to shattered planet
- Replies: 7
- Views: 1032
Re: Astroid build-up at low speed on trip to shattered planet
This is a minor point, but smaller is not faster.
Size isn't the only factor for speed.
Maximum platform speed can be determined by some formula. Somebody posted it, unfortunately I didn't kept a link. Speed is decreased by weight and platform width (the wider the slower). Speed is increased ...
- Fri Aug 29, 2025 9:41 pm
- Forum: Combinator Creations
- Topic: All your space crusher needs with only 3 crushers!
- Replies: 2
- Views: 3833
Re: All your space crusher needs with only 3 crushers!
I took another look at my brain system here after noticing some jank with it and oh boy was it absolutely riddled with bugs, useless conditions, and other nonesense-ry. So, I spent like, 2.5 hours figuring it all out and fixing it!
Just went through this myself. Started playing again and built ...