Search found 1548 matches
- Tue Dec 30, 2025 7:27 pm
- Forum: Gameplay Help
- Topic: [SOLVED] How to deal with biters attacking outside of turret range.
- Replies: 6
- Views: 577
Re: [SOLVED] How to deal with biters attacking outside of turret range.
A combination of turrets is usually needed. Lasers alone are not sufficient, they simply take too long to bring down a behemoth enemy. Tesla turrets are too weak as well because of their very slow shooting speed. I added them to stall the fastest biters to not reach the inner wall too much, which is ...
- Mon Dec 29, 2025 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Merge Science Production Graph
- Replies: 6
- Views: 804
Re: Merge Science Production Graph
You can press ctrl-f and search for "science" (localized to your language) in the item tab, then you get a filtered graph including eSPM:
12-29-2025, 16-31-32.png
I guess that's so easy it doesn't warrant its own tab. Caveat: the filter is gone if you close the window and you have to type it ...
12-29-2025, 16-31-32.png
I guess that's so easy it doesn't warrant its own tab. Caveat: the filter is gone if you close the window and you have to type it ...
- Sun Dec 28, 2025 8:52 pm
- Forum: Gameplay Help
- Topic: Tile buildability rule inconsistency on space platform
- Replies: 3
- Views: 364
Re: Tile buildability rule inconsistency on space platform
There are too many foundations under the left and the right thruster. Remove the thrusters, remove the surplus foundations, place the thrusters again, blueprint it.
0eNrtnVuOG7mShvei59JB/sy7MTOvs4N5aRgFlSrLFlqXal08x6fhBcw+ZmWzkkldK8udzAzyc7nbDQMNuFWSIimS8TNIfgz+PnlYHprn7WK9n7z7fbKYb9a7ybtffp/sFh ...
0eNrtnVuOG7mShvei59JB/sy7MTOvs4N5aRgFlSrLFlqXal08x6fhBcw+ZmWzkkldK8udzAzyc7nbDQMNuFWSIimS8TNIfgz+PnlYHprn7WK9n7z7fbKYb9a7ybtffp/sFh ...
- Sun Dec 28, 2025 8:22 pm
- Forum: Gameplay Help
- Topic: [SOLVED] How to deal with biters attacking outside of turret range.
- Replies: 6
- Views: 577
Re: How to deal with biters attacking outside of turret range.
Spitters will occasionally attack the outer wall parts as they approach and not come closer, exactly as in your video. To reach them with turrets, don't build your dragon teeth so far away from the turrets. The spitters must get into turret range without being able to attack, otherwise they might ...
- Tue Dec 23, 2025 1:01 pm
- Forum: Gameplay Help
- Topic: how to make builder train
- Replies: 7
- Views: 880
Re: how to make builder train
You just need to carry a little bit of everything, not vast amounts. At least not for rarely used items like reactors. Just one or two.
This is an example of the supply train I use. It's able to handle multiple wagons with multiple items and will load and unload exact amounts of items, and it ...
This is an example of the supply train I use. It's able to handle multiple wagons with multiple items and will load and unload exact amounts of items, and it ...
- Tue Dec 23, 2025 11:39 am
- Forum: Gameplay Help
- Topic: Circuited assembler
- Replies: 10
- Views: 978
Re: Circuited assembler
My comment was a general one: what you tried to set in the combinator screenshot isn't deterministic, because it isn't clear what signal is used as feedback output to keep the latch latched.
In general, you're trying to solve the most complex and sophistic circuit network challenge the game has to ...
In general, you're trying to solve the most complex and sophistic circuit network challenge the game has to ...
- Mon Dec 22, 2025 1:33 pm
- Forum: Gameplay Help
- Topic: Circuited assembler
- Replies: 10
- Views: 978
Re: Circuited assembler
The loopback provides the previous output as input, so you're able to remember and keep a state.
You tried to implement a latch using the EACH operator everywhere, however EACH for the state it's a wrong approach because you can never be sure what signal exactly is matching the state you want to ...
You tried to implement a latch using the EACH operator everywhere, however EACH for the state it's a wrong approach because you can never be sure what signal exactly is matching the state you want to ...
- Mon Dec 22, 2025 12:16 pm
- Forum: Gameplay Help
- Topic: how to make builder train
- Replies: 7
- Views: 880
Re: how to make builder train
I want to implement a system where I place the necessary blueprints for that module into the signal, and the signal sends the required items to the Builder Train station at the constructed mall.
Then, using logistics robots, the items produced at the mall are loaded onto the train in the required ...
- Sun Dec 21, 2025 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1608
Re: Remove fast inserter
I don't understand why the game is better with the proposed changes. The proposal fails to explain this. For me, the changes appear as artificially limiting item capabilities for no reason. Not using an item is no reason, because there may be players who do use the item. This would be a game ...
- Sun Dec 21, 2025 12:17 pm
- Forum: Gameplay Help
- Topic: Circuited assembler
- Replies: 10
- Views: 978
Re: Circuited assembler
Basically the predictable problem: it reaches the desired number of assembling machine 1, and switches to make assembling machine 2 now. Assembling machine 1 is inserted to create assembling machine 2, which takes it below the desired numbers of assembling machine 1, so it instantly changes back ...
- Sat Dec 20, 2025 10:47 pm
- Forum: Gameplay Help
- Topic: Better item quality question
- Replies: 2
- Views: 720
Re: Better item quality question
You're not alone with that feeling. In general, you're able to get items of a given quality by either directly crafting it (each recipe exists for all quality) or by crafting an item of lower quality (with the corresponding lower quality recipe) and get the chance of a higher quality item by having ...
- Sat Dec 20, 2025 10:50 am
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1608
Re: Replace inserter with fast inserter
The normal inserter has definitely multiple valid use cases.
it mirrors technical advancement that's going on with research, so it fits the simulation theme.
it uses less power and has less drain, so it's the best choice for inserters on your first space platforms and for every small insulated ...
it mirrors technical advancement that's going on with research, so it fits the simulation theme.
it uses less power and has less drain, so it's the best choice for inserters on your first space platforms and for every small insulated ...
- Thu Dec 18, 2025 6:39 pm
- Forum: Gameplay Help
- Topic: Inserters feeding into train act before station can report signals.
- Replies: 3
- Views: 605
Re: Inserters feeding into train act before station can report signals.
To avoid the train becoming full and an inserter with a full hand is staying full until the next train, you need to carefully include the train content into your calculation and set the stack size of any item an inserter should move into the train. The OP described how to do this: subtract current ...
- Thu Dec 18, 2025 6:26 pm
- Forum: Modding interface requests
- Topic: Enabling scripted saves in replay mode
- Replies: 3
- Views: 519
Re: Enabling scripted saves in replay mode
About the save game button being moved down when the galaxy of fame unlocks: I see in your ahk you're familiar with checking the screen for pixels of some given color. There is an anchor for the save game button: it's always 3 buttons down from the top menu entry. The top menu entry is the only one ...
- Tue Dec 16, 2025 9:38 pm
- Forum: Ideas and Suggestions
- Topic: Train Count without leaving train
- Replies: 7
- Views: 780
Re: Train Count without leaving train
The image in the other thread is a perfect example for the reason why stations should release a reservation only after the current train left the area.
It contains a station with a train limit of 3. The area provides exactly 3 places for a train: one the station itself, 2nd the train at the top and ...
It contains a station with a train limit of 3. The area provides exactly 3 places for a train: one the station itself, 2nd the train at the top and ...
- Mon Dec 15, 2025 2:00 pm
- Forum: Not a bug
- Topic: [2.0.72] Set recipe and Read ingredients are not isolated
- Replies: 4
- Views: 426
Re: [2.0.72] Set recipe and Read ingredients are not isolated
In your original save, what is being read as ingredient by one assembler is interpreted as item to craft by a connected assembler. That's not a bug, it's just the way the circuit network operates. You need to isolate this kind of output signal so it cannot reach any other machine that is set to set ...
- Sun Dec 14, 2025 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Add blueprint parameter for yields/recipe products
- Replies: 0
- Views: 419
Add blueprint parameter for yields/recipe products
TL;DR
In blueprint parameterisation, add the ability to add a reference to item yields and recipe products similar to as it is currently available for recipe ingredients.
What?
Some items are dependent on each other, for example seed, fruit, artificial soil, overgrowth soil. If overgrowth soil ...
In blueprint parameterisation, add the ability to add a reference to item yields and recipe products similar to as it is currently available for recipe ingredients.
What?
Some items are dependent on each other, for example seed, fruit, artificial soil, overgrowth soil. If overgrowth soil ...
- Tue Dec 09, 2025 7:10 pm
- Forum: Gameplay Help
- Topic: Phantom logistics numbers
- Replies: 4
- Views: 463
Re: Phantom logistics numbers
It is quite unusual to carry ammo to Fulgora just to send it to space platforms intended for Aquilo. Instead, you should design your platforms to craft ammo on the platform on the fly. With the Advanced Asteroid Processing research you get the ability to retrieve all required source materials from ...
- Tue Dec 09, 2025 5:08 pm
- Forum: Gameplay Help
- Topic: Phantom logistics numbers
- Replies: 4
- Views: 463
Re: Phantom logistics numbers
Fulgora cargo bay says:
Logistics storage: fluctuates between 18000-20000
This number is the cargo of this item in the space platforms in orbit. This is what is available for being dropped down to the planet. According to this, you have 18-20k ammo in your space platforms.
According to your ...
- Thu Dec 04, 2025 12:13 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 1119
Re: Combinators should not affected by freeze
I admit I don't get the point. I don't see a compelling reason for a balancing change. This would be for the whole player base, not just you alone. I am obsessed with circuits, all of my factories including the Aquilo base are heavily depending on circuits. There are numerous combinators controlling ...