Search found 55 matches

by evanrinehart
Tue Dec 09, 2025 7:29 am
Forum: Ideas and Suggestions
Topic: Solenoid valve
Replies: 6
Views: 583

Re: Solenoid valve

The regular pump can be connected to the circuit network to enable or disable on condition. But it only lets the fluid flow one direction, and throttles the flow to 1200/s or more likely less
by evanrinehart
Sat Dec 06, 2025 8:14 pm
Forum: Ideas and Suggestions
Topic: [Switch] split-screen multiplayer
Replies: 4
Views: 623

Re: [Switch] local multiplayer

Maybe change this to "couch coop / split screen"
by evanrinehart
Fri Dec 05, 2025 9:23 pm
Forum: Ideas and Suggestions
Topic: Belt upgrade planner
Replies: 3
Views: 340

Re: Belt upgrade planner

Sounds interesting but gameplay tip, you can put your saved upgrade planners in the B menu for later playthroughs, to avoid ever clicking 3 times again
by evanrinehart
Fri Dec 05, 2025 6:43 pm
Forum: Wiki Talk
Topic: Train status icons
Replies: 0
Views: 391

Train status icons

I looked around the wiki looking for a table of train status icons, such as Zzz, and their meaning. If it's not anywhere right now, would be nice to add it to the locomotive page?
by evanrinehart
Fri Dec 05, 2025 6:39 am
Forum: Ideas and Suggestions
Topic: Fulgora bootstrap
Replies: 7
Views: 1577

Re: Fulgora bootstrap

I bootstrapped myself on fulgora twice, and this most recent time I found myself not knowing how to fuel the stone furnace to get bricks! I spent a whole minute not remembering you get solid fuel from recycling scrap!

It was fun, don't fix.
by evanrinehart
Wed Dec 03, 2025 6:42 am
Forum: Balancing
Topic: Moving Green Belts to Gleba
Replies: 11
Views: 2080

Re: Moving Green Belts to Gleba

I got the impression that Vulcanus was associated with speed, like Mercury is. Fast day night cycle, speed module 3 is unlocked, turbo belt unlocked. And the steam recipe you can use there is ridiculously fast. The foundry has a default crafting speed of 4x (!)

Meanwhile the recipes on Gleba are ...
by evanrinehart
Tue Dec 02, 2025 4:40 pm
Forum: Ideas and Suggestions
Topic: Disable damage alerts for specific spaceships/surfaces
Replies: 2
Views: 305

Re: Disable damage alerts for specific spaceships/surfaces

Ships "designed" to get damaged and continually repair themselves is similar to a defense wall on a planet which is continually supplied by repair packs. Seems like they'd both satisfy this desire to disable their damage warning, or neither.

Since the warning becomes kind of pointless in both cases ...
by evanrinehart
Fri Nov 21, 2025 9:36 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 433
Views: 141866

Re: Gleba has killed the game for me.

There are many strategies on this planet. It sounds like you tried a few that didn't work.

1. Building the factory incrementally without fully planning everything out. You can still do this on gleba. Assuming you want "stuff on the belt" all the time, the most obvious way will just lead to more ...
by evanrinehart
Thu Nov 20, 2025 11:32 pm
Forum: General discussion
Topic: Gleba!
Replies: 23
Views: 3137

Re: Gleba!

The "gleba bad" thread has been going on for over a year. Lets keep this one going longer and put that one to bed!
by evanrinehart
Wed Nov 19, 2025 4:21 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 433
Views: 141866

Re: Gleba has killed the game for me.

I don't bother trying to visually distinguish. While holding a building or soil stack the green and red overlay shows where land and water is, or where appropriate / inappropriate tiles are. Also, just for fun, clicking with seeds gives feedback on what the invalid tile is called. But yes planning ...
by evanrinehart
Wed Nov 19, 2025 4:10 pm
Forum: Ideas and Suggestions
Topic: Craft solid fuel in the biochamber
Replies: 16
Views: 1321

Re: Craft solid fuel in the biochamber

I like that there's potentially something you can do with all the excess solid fuel on fulgora, other than simply deleting it all. But it would be much less worth the effort if you had even better recipes via biochamber. It would also possibly outclass the "native" method to get solid fuel on aquilo ...
by evanrinehart
Wed Nov 19, 2025 7:42 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 433
Views: 141866

Re: Gleba has killed the game for me.

After trying a few runs of Space Age I think Gleba is one of the most well designed planets in any game. Aesthetically and gameplay-wise this planet has it all.

- Interesting environment, atmospherics, music.
- Evocative resources. The produce gets jellified or mashed as shown in the recipe ...
by evanrinehart
Wed Mar 12, 2025 6:53 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.28] Pasting Blueprints with trains on top of existing trains Replaces with Parameter 0
Replies: 5
Views: 1005

Re: [Kovarex] [2.0.28] Pasting Blueprints with trains on top of existing trains Replaces with Parameter 0

I ran into this bug over the weekend. Here is a sandbox save ready to exhibit it. Paste the blueprint on the hotbar over the left train stop and select the parameter. The train stop name is correctly updated but the schedule in the train gets broken. Meaning parameter zero in the schedule doesn't ...
by evanrinehart
Thu Feb 20, 2025 4:42 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)
Replies: 4
Views: 2470

Re: [boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)

Confirmed your steps in 2.0.34 reproduce the crash.
Confirmed the steps don't crash in 2.0.35!

And I tried some more aggressive versions of the original clone to gleba, waiting for the carbon to be in the underground as per description. Clone success every time.

Truly epic thanks
by evanrinehart
Thu Feb 20, 2025 6:25 am
Forum: Gameplay Help
Topic: Some items do not automatically send to the space platform
Replies: 6
Views: 1305

Re: Some items do not automatically send to the space platform

The rocket will auto launch with 300 processing units if there's a platform in orbit with an unsatisfied request for processing units. It will also launch with less than 300 if the request has an alternative minimum payload.

Tested on 2.0.34

Also the 999kg is just for show. It's truncating the ...
by evanrinehart
Fri Feb 14, 2025 5:11 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)
Replies: 4
Views: 2470

Re: [2.0.34] crash when using clone tool in editor / sandbox between surfaces

While trying to get a reliable reproduction I noticed something odd.

When it crashes, it happens shortly after pasting the cloned factory onto gleba the first and only time before crashing.

If it doesn't crash upon pasting, I can paste again many times with no problems. But every paste after the ...
by evanrinehart
Fri Feb 14, 2025 3:57 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)
Replies: 4
Views: 2470

[boskid][2.0.34] Crash using clone tool in editor/sandbox between surfaces (TransportLine check fails)

Basically I tried to clone a small factory from nauvis to gleba using the /editor.

Edit: I can reproduce it now.
Edit: No I can't, not reliably. I just triggered it a few times and not other times. Maybe it has to do with the cloned factory's exact state when you do the pause step. Note that it is ...
by evanrinehart
Thu Jan 16, 2025 4:38 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
Replies: 19
Views: 8892

Re: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand

I was experiencing this bug a lot in 2.0.30, just updated to .31 and made a test rig in sandbox for sanity's sake

Yay it's fixed! But just to clarify what works and what doesn't...

Nutrient spoils in inserter's hand while it is going to insert: attempts to insert into the output slot (not waste ...
by evanrinehart
Wed Jan 15, 2025 5:44 am
Forum: Minor issues
Topic: [2.0.28] Non-latin character limit in combinator description is lower
Replies: 3
Views: 1014

Re: [2.0.28] Non-latin character limit in combinator description is lower

It might be cool and feasible to accommodate the scripts that usually take 2 utf8 bytes per character by doubling the backend allocation then limit it to 500 characters (not bytes) anyway even though ASCII could fit 1000. Nothing would seem to change for existing notes which are 500 or less currently.
by evanrinehart
Mon Jan 13, 2025 4:50 pm
Forum: Ideas and Suggestions
Topic: PLEASE change the planet distances...
Replies: 19
Views: 4019

Re: PLEASE change the planet distances...

The current common understanding of space age's spaceship physics is that space is an ocean and obviously the ship can only reach a max speed limited by the resistance with the ambient water vs engine thrust. There's nothing wrong with that but I have a fun alternative head canon.

Space is not an ...

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