Space Age general Questions

Post all other topics which do not belong to any other category.
kdmorse
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Dec 28, 2023 7:48 am
Contact:

Re: Space Age general Questions

Post by kdmorse »

Oh... Got it, thanks...
EndOfHistory
Burner Inserter
Burner Inserter
Posts: 5
Joined: Fri Nov 10, 2023 4:28 pm
Contact:

Re: Space Age general Questions

Post by EndOfHistory »

BlueTemplar wrote: Thu Nov 07, 2024 5:02 pm
DmitryGromov wrote: Thu Nov 07, 2024 12:06 pm
Krusnik wrote: Wed Nov 06, 2024 8:28 pm Why doesn't ice spoil into water or just evaporate?
Agreed. 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?
I should be extremely easy to set up, you just change spoil result to some other item ?
(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
?)
It's the same with steam though. In the early game I set up a nuclear power plant with tanks for the steam, and it was only fuelled when the steam ran low...... hot scorching steam..... kept indefinitely in tanks.

My point is that it's just not the ice, and temperature is not just a spoilage mechanic. I think it's a cool idea, and maybe storing ice on Vulcanus should not be a thing :).

With that said, I have come to terms with he fact that changing temperature does not seem to be a mechanic in this game except for heat pipes.
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3212
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Space Age general Questions

Post by BlueTemplar »

A different use of temperature is actually in the base game, and you have mods (like pYanodons) that fully exploit it by producing steam of many different temperatures, and some machines only accepting a certain temperature range.

(Although I have no idea how merging fluids of different temperatures will work out in 2.0...)

But not temperature equalization with the environment, yeah.
BobDiggity (mod-scenario-pack)
kitters
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Tue Jul 23, 2019 4:48 pm
Contact:

Re: Space Age general Questions

Post by kitters »

Is there a way to prevent biochambers to gobble up to 5 nutrients?
Biochamber in my case works not constantly. So, even provided completelly fresh nutrients, it produces spoilage. Because while it burns 1 nutrient, other 4 spoils so that adding another 100% fresh to a pile doesn't help - freshness of 5 nutrients drops to zero in time. it would be solved if I can make it grab no more than 1 or 2 nutrients.
I solve other spoil problems with logic (kinda obsessed with new mechanic, challenge myself to not produce spoilage). But this one can't - can't read fuel slot.
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3212
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Space Age general Questions

Post by BlueTemplar »

Activate inserters on a timer ?
BobDiggity (mod-scenario-pack)
kitters
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Tue Jul 23, 2019 4:48 pm
Contact:

Re: Space Age general Questions

Post by kitters »

What's wrong with orbital drop slots? I place stuff here and it takes LONG time for this to be dropped on a planet. Even "inactivity" condition of 30s is not enough, platform moves away without dropping.
mmmPI
Smart Inserter
Smart Inserter
Posts: 3685
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Space Age general Questions

Post by mmmPI »

Probably not enough cargo bay for the throughput
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3212
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Space Age general Questions

Post by BlueTemplar »

Yeah, is by any chance your space science platform hogging most of it for no good reason ? (Sadly the default behaviour.)
BobDiggity (mod-scenario-pack)
kitters
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Tue Jul 23, 2019 4:48 pm
Contact:

Re: Space Age general Questions

Post by kitters »

mmmPI wrote: Sat Nov 23, 2024 2:43 pm Probably not enough cargo bay for the throughput
There is a throughput of a cargo bay? wtf?
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3212
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Space Age general Questions

Post by BlueTemplar »

Look closer at what is happening with pods (once you've placed cargo bays in addition to the hub / landing pad).
BobDiggity (mod-scenario-pack)
mmmPI
Smart Inserter
Smart Inserter
Posts: 3685
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Space Age general Questions

Post by mmmPI »

kitters wrote: Sat Nov 23, 2024 5:15 pm There is a throughput of a cargo bay? wtf?
Not sure which size is necessary for it to become obvious but if you want faster throughput of material , you will need more cargo bays ; if you only have 1, it will saturate easily, and you can see the hatch almost always open for a pod.

Ever seen 12 pods dropping at the same time in the same cargo bay ?

nope they drop 1 by 1, so having several cargo-bays will help.
kitters
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Tue Jul 23, 2019 4:48 pm
Contact:

Re: Space Age general Questions

Post by kitters »

EustaceCS wrote: Tue Nov 12, 2024 7:46 am
kitters wrote: Mon Nov 11, 2024 8:01 pmFactoriopedia tells amount of asteroids per minute on different paths in space, but it seems also grow with speed, so how?
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.
That assumption breaks, because you can stop platform in any point, and amount of asteroids drops significantly. To maybe even zero. Even in a spike location.
kitters
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Tue Jul 23, 2019 4:48 pm
Contact:

Re: Space Age general Questions

Post by kitters »

mmmPI wrote: Sat Nov 23, 2024 9:45 pm
kitters wrote: Sat Nov 23, 2024 5:15 pm There is a throughput of a cargo bay? wtf?
Not sure which size is necessary for it to become obvious but if you want faster throughput of material , you will need more cargo bays ; if you only have 1, it will saturate easily, and you can see the hatch almost always open for a pod.

Ever seen 12 pods dropping at the same time in the same cargo bay ?

nope they drop 1 by 1, so having several cargo-bays will help.
I have one cargo bay, and when platform arrives, tree pods start simulteniously, one more a second later. I see more than one pod landing in cargo landing pad/bay simulteniously, phasing through each other.

Problem I encounter - sometimes I have to wait twenty or more seconds for a platform to drop from slots, if I plays stuff in slots manually. Even when it is the only platform, and it doesn't send anythiing else at this time.
It's like situation that occured earlier with constructional bots, when they didn't start build. It's like a slow calculation problem, I think.
mmmPI
Smart Inserter
Smart Inserter
Posts: 3685
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Space Age general Questions

Post by mmmPI »

kitters wrote: Sat Nov 23, 2024 11:30 pm I have one cargo bay,

It's like situation that occured earlier with constructional bots, when they didn't start build. It's like a slow calculation problem, I think.
I think it's just that you don't have enough cargo bay
BHakluyt
Filter Inserter
Filter Inserter
Posts: 262
Joined: Sat Oct 08, 2016 12:43 pm
Contact:

Re: Space Age general Questions

Post by BHakluyt »

Hi, noob question here. Any way to automate bioflux transport from Gleba to Nauvis in batches less than a 1000? Seems robots can only automatically load the rocket when 1000 is loaded, no less...
mmmPI
Smart Inserter
Smart Inserter
Posts: 3685
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Space Age general Questions

Post by mmmPI »

BHakluyt wrote: Sun Nov 24, 2024 9:42 am Hi, noob question here. Any way to automate bioflux transport from Gleba to Nauvis in batches less than a 1000? Seems robots can only automatically load the rocket when 1000 is loaded, no less...
You can use the "custom payload" option to load the rocket with less than its maximum capacity
EustaceCS
Filter Inserter
Filter Inserter
Posts: 280
Joined: Tue Dec 15, 2020 5:41 am
Contact:

Re: Space Age general Questions

Post by EustaceCS »

(and no, you can't auto-load mixed items into single rocket. In best case scenario you will have to launch it manually)
BHakluyt
Filter Inserter
Filter Inserter
Posts: 262
Joined: Sat Oct 08, 2016 12:43 pm
Contact:

Re: Space Age general Questions

Post by BHakluyt »

Thanks, will search for the custom payload setting...!
User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 3212
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: Space Age general Questions

Post by BlueTemplar »

kitters wrote: Sat Nov 23, 2024 11:24 pm
EustaceCS wrote: Tue Nov 12, 2024 7:46 am
kitters wrote: Mon Nov 11, 2024 8:01 pmFactoriopedia tells amount of asteroids per minute on different paths in space, but it seems also grow with speed, so how?
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.
That assumption breaks, because you can stop platform in any point, and amount of asteroids drops significantly. To maybe even zero. Even in a spike location.
I very much doubt it's zero, you're suggesting that they use a different logic than for planets.

----
mmmPI wrote: Sun Nov 24, 2024 9:09 am
kitters wrote: Sat Nov 23, 2024 11:30 pm I have one cargo bay,

It's like situation that occured earlier with constructional bots, when they didn't start build. It's like a slow calculation problem, I think.
I think it's just that you don't have enough cargo bay
One cargo bay meaning two hatches in addition to the platform hub's / landing pad's or actually zero cargo bays and a single hatch ?

I guess it might looks like this because the delay for a hatch to 'recharge' isn't shown anywhere (and holds multiple 'charges' ?), and it doesn't seem to be linked to what seems to be '''physically''' possible (you know, multiple pods landing at about the same time when you drop to a planet immediately upon arrival, at the same time as some other stuff you told the platform to trash).
BobDiggity (mod-scenario-pack)
kitters
Long Handed Inserter
Long Handed Inserter
Posts: 95
Joined: Tue Jul 23, 2019 4:48 pm
Contact:

Re: Space Age general Questions

Post by kitters »

BlueTemplar wrote: Sun Nov 24, 2024 12:25 pm
I very much doubt it's zero, you're suggesting that they use a different logic than for planets.
You can try it yourself. I just travel to pick on the 'NAuvis-Gleba" path (1,5k), stopped here, and didn't encounter a single asteroid until I was dragged back at Nauvis.

If I were to gusess after experiments (which i don't want to, I want to HAVE the formula in game or at least on wiki), there is a spawn rate of asteroids beyond camera's reach, which is proportional of speed and constant depends of the location, and asteroids spped is proporional of speed of a platform plus small constant, so that already spawned asteroids slowly dragged to a stationary platform.
Locked

Return to “General discussion”