I also couldn't find it for some time. It is hidden in the Space platform hub GUI
Space Age general Questions
Re: Space Age general Questions
Hm.... so we have a mystery donor... intriguing.
Re: Space Age general Questions
Click hub (cental building), in right up corner buttons, click one with lightning.
What do you mean 'automatic requests'?
You can turn on/off request chests, or even set those requests with logic.
Re: Space Age general Questions
Why doesn't ice spoil into water or just evaporate?
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Re: Space Age general Questions
Is carrying over the materials and building a rocket pad on the surface the only way to exit gleba? Also, if you exit planets with the rocket pad, how do you exit the outer planets when they don't even meet the requirement to build a rocket pad??
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Re: Space Age general Questions
Have you landed on the outer planets yet ? The solution might be obvious once you do ?
BobDiggity (mod-scenario-pack)
Re: Space Age general Questions
If there's a surface to land on a planet - space platform's cargo (player's character included (lol)) can land at planet's "starting area" in disposable one-way-ticket capsules.Scalinger2 wrote: ↑Thu Nov 07, 2024 5:56 am Also, if you exit planets with the rocket pad, how do you exit the outer planets when they don't even meet the requirement to build a rocket pad??
The starting area is guaranteed to be safe... a little.
The rest is not guaranteed.
Leaving the planet where you've landed successfully is possible through rocket silo ONLY.
If you've managed to step on the planet - there sure are options to make some space for rocket silo.
For all planets except Aquilo everything necessary for silo can be sourced locally. Although TECHNICALLY it should be possible to build silo on Aquilo without importing raw resources from other four planets. . .
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Re: Space Age general Questions
Oh, this sounded like you couldn't even place a rocket silo on outer planets !when they don't even meet the requirement to build a rocket pad
BobDiggity (mod-scenario-pack)
Re: Space Age general Questions
Is there a way to request items with cargo landing pad from exact space platform?
Problem^ I request with cargo pad carbon and iron ore, it's useful to consume less coal in burners on Navius and very useful to kickstart on Gleba (provides energy and steady iron supply). Maybe it will become useful on Vulcan to drop ice, I heard there will be problems with water, I dunno. But When my SHIP platform arrives, it dumps carbon it needs for thrusting.
Can forbid a platform to send carbon on surface despite there is a request in cargo pad?
UPD> Okay, I found a way. I set request on carbon in a platform, despite there is nothing to ship on a planet. Platrform satisfies request by itself, and drops only surplus.
Problem^ I request with cargo pad carbon and iron ore, it's useful to consume less coal in burners on Navius and very useful to kickstart on Gleba (provides energy and steady iron supply). Maybe it will become useful on Vulcan to drop ice, I heard there will be problems with water, I dunno. But When my SHIP platform arrives, it dumps carbon it needs for thrusting.
Can forbid a platform to send carbon on surface despite there is a request in cargo pad?
UPD> Okay, I found a way. I set request on carbon in a platform, despite there is nothing to ship on a planet. Platrform satisfies request by itself, and drops only surplus.
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Re: Space Age general Questions
Oh I love that concept. That would be really cool way to build new planets/challenges.DmitryGromov wrote: ↑Thu Nov 07, 2024 12:06 pmAgreed. The question immediately arises - can the mechanics of "rotting" (which is on Gleba) be changed to something else for other things (evaporation rate, rusting, etc.) in potential mods?
Another question that has arisen for me, why does a Supercapacitor recycle into multiple parts when a Superconductor does not?
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Re: Space Age general Questions
I should be extremely easy to set up, you just change spoil result to some other item ?DmitryGromov wrote: ↑Thu Nov 07, 2024 12:06 pmAgreed. The question immediately arises - can the mechanics of "rotting" (which is on Gleba) be changed to something else for other things (evaporation rate, rusting, etc.) in potential mods?
(Note how iron&copper bacteria do not spoil into Spoilage !)
Ice might be tricky, because you can't just make it spoil into liquid water (maybe water barrels ??). Could maybe make it spoil into nothing (?), but that lack of feedback would probably be frustrating to the player...
(I wonder if there's a way to make an ice => water barrels => empty barrels (/ steam barrels ?) chain to spoil much faster on Vulcanus ?
And even have water barrels spoil into ice
on Fulgora and the ice planet
?)BobDiggity (mod-scenario-pack)
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Re: Space Age general Questions
What's the requirement for the "Work Around the Clock" achievement? I'm about 8 hours under the time and finished Aquilo, do I have to just arrive at solar system edge? Or mine promethian research, get it back to a planet and finish research productivity tech?
Re: Space Age general Questions
Reach the edge of solar system, get end-screen, it's a win of a game. Therefore it should trigger achivement.HadesSupreme wrote: ↑Sat Nov 09, 2024 6:24 pm What's the requirement for the "Work Around the Clock" achievement? I'm about 8 hours under the time and finished Aquilo, do I have to just arrive at solar system edge? Or mine promethian research, get it back to a planet and finish research productivity tech?
Re: Space Age general Questions
How equilibrium speed of a platform depands on its mass and thrust? I thought it's proportional to ratio thrust/mass, but it doesn't seem like it.
If you can describe how it accelerates over time, would be even better.
If you could also answer, how the amount of asteroids depands on speed of a platform, would be marvelous. (Factoriopedia tells amount of asteroids per minute on different paths in space, but it seems also grow with speed, so how?)
If you can describe how it accelerates over time, would be even better.
If you could also answer, how the amount of asteroids depands on speed of a platform, would be marvelous. (Factoriopedia tells amount of asteroids per minute on different paths in space, but it seems also grow with speed, so how?)
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Re: Space Age general Questions
Have you tried substracting / adding the «planetary pull» of ±10 km/s to those calculations ?
Isn't number of encountered asteroids proportional to speed ?
Isn't number of encountered asteroids proportional to speed ?
BobDiggity (mod-scenario-pack)
Re: Space Age general Questions
At at least early game routes (Nauvis <-> everything else) there is a clearly defined "spike" of asteroids occurrence.
Higher speed makes you reach that spike (and, overall, move from "low spawn chance" area to "high spawn chance") quicker = more asteroids are spawning in faster. Up to a certain point (said "spike"). Which provides an impression that speed actually affects asteroid spawn rate, yes. But the main cause is not the speed but your position on the course instead.
And since asteroids do not despawn even if you've reached 0% occurrence chance for that asteroid type...
Do note that this is a speculation powered by common sense.
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Re: Space Age general Questions
I think we were both assuming that it's both of these effects ?
Asteroids not despawning is probably a very minor factor unless you get stalled (on the first half of the journey).
Speaking of, I just noticed that (for the inner planets at least), the medium asteroids graphs always max out exactly in the middle...
I should pay more attention if speeding up on the second half of the journey (when that line is going down) results in more asteroids too...
Asteroids not despawning is probably a very minor factor unless you get stalled (on the first half of the journey).
Speaking of, I just noticed that (for the inner planets at least), the medium asteroids graphs always max out exactly in the middle...
I should pay more attention if speeding up on the second half of the journey (when that line is going down) results in more asteroids too...
BobDiggity (mod-scenario-pack)
Re: Space Age general Questions
When editing pinned remote views, what does "always visible" do?
It does not appear to change whether the item is viewed in the pinned list under the minimap. And I can't find anywhere else that pinned items are visible.
I did read that there was a may to make them not display unless a meta key is held down, and always visible might counter that, but I can't find any setting that matches the description?
It does not appear to change whether the item is viewed in the pinned list under the minimap. And I can't find anywhere else that pinned items are visible.
I did read that there was a may to make them not display unless a meta key is held down, and always visible might counter that, but I can't find any setting that matches the description?
Last edited by kdmorse on Sat Nov 16, 2024 12:02 pm, edited 2 times in total.
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Re: Space Age general Questions
It's about the arrows on the main view pointing to the pins.
BobDiggity (mod-scenario-pack)