Search found 1548 matches

by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...
by Tertius
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 ...

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