Search found 10 matches
- Mon Dec 23, 2024 2:47 pm
- Forum: Balancing
- Topic: Fix promethium science tech prerequisites
- Replies: 4
- Views: 822
Railgun as Required Pre-req for Promethium Science
While looking at the remaining technologies to research I noticed that the Railgun is not a required prerequisite for the Promethium science. Since the huge asteroids have a 99% resistance to explosive damage and 3000 defense against physical damage, railguns are an in-game requirement to be able to ...
- Thu Dec 05, 2024 1:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] "asteroid-defense" Tip Not Unlocking
- Replies: 1
- Views: 380
Re: [2.0.20] "asteroid-defense" Tip Not Unlocking
A later thread 122826 got more attention on this and 2.0.23 seems to have fixed the issue. On loading their current save the person who didn't get the tips previously had the Asteroid Defense tip available as well as a few other new ones.
- Fri Nov 22, 2024 10:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] "asteroid-defense" Tip Not Unlocking
- Replies: 1
- Views: 380
[2.0.20] "asteroid-defense" Tip Not Unlocking
I'm posting this on behalf of someone I've been helping through the game with the Windows version through Steam.
They researched all required technologies to be able to fly to and land on Vulcanus but were never shown the Asteroid Defense tip. I've attached a save they made right before traveling ...
They researched all required technologies to be able to fly to and land on Vulcanus but were never shown the Asteroid Defense tip. I've attached a save they made right before traveling ...
- Thu Nov 21, 2024 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Start increasing evolution factor later
- Replies: 11
- Views: 1600
Re: Start increasing evolution factor later
+1, I didn't research all the planets before I first left Nauvis, only when needed. I wanted to drop down a little more ice for water on Vulcanus to kick start some production so I researched Fulgora since it was farther out and figured it would have more ice around it. So I ran a space platform ...
- Mon Nov 18, 2024 12:57 pm
- Forum: Ideas and Suggestions
- Topic: Roboport robot requests limit?
- Replies: 9
- Views: 2386
Re: Roboport robot requests limit?
If you don't oversaturate your network with drones, you won't have to solve the problem of them hibearnating happily at some distant roboport.
I want them spread throughout the network, buffer chests with bots always near by is good for rapid response.
Wired inserters can listen to quantity ...
- Sun Nov 17, 2024 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Roboport robot requests limit?
- Replies: 9
- Views: 2386
Re: Roboport robot requests limit?
I agree with this idea to add a maximum to the roboport requests.
How about adding an inserter that takes from the roboport robots in excess to dump them in a provider chest ?
Well yeah that would fix the clogging but then the robots wont actually start working, they would just be sitting in ...
How about adding an inserter that takes from the roboport robots in excess to dump them in a provider chest ?
Well yeah that would fix the clogging but then the robots wont actually start working, they would just be sitting in ...
- Wed Jul 10, 2024 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Train Schedule Condition on Signal Matching Train ID
- Replies: 3
- Views: 1092
Re: Train Schedule Condition on Signal Matching Train ID
My initial reaction is that I dislike anything that depends in train ID. Train IDs change whenever the wagons in it change, or one gets destroyed, or it goes through a SE space elevator or other surface teleportation, etc.
I did not realize the IDs were so fragile, that would make it more ...
- Fri Jul 05, 2024 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Train Schedule Condition on Signal Matching Train ID
- Replies: 3
- Views: 1092
Train Schedule Condition on Signal Matching Train ID
TL;DR
Add a train schedule condition for a signal matching the train's ID.
What?
I was re-reading the train schedule FFFs while working on a complicated train stop concept in 1.1 and had an idea. It would be powerful to be able to have train interrupts trigger when a signal matches their Train ...
Add a train schedule condition for a signal matching the train's ID.
What?
I was re-reading the train schedule FFFs while working on a complicated train stop concept in 1.1 and had an idea. It would be powerful to be able to have train interrupts trigger when a signal matches their Train ...
- Fri Apr 26, 2024 3:47 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 45321
Re: Friday Facts #408 - Statistics improvements, Linux adventures
If you are playing on Linux or macOS, please enable asynchronous saving [...] and report any issues you find.
I know you're looking for negative results to fix, but I wanted to mention that I used asynchronous saving on a 24/7 server for months on a bloated (~300MB saves) Space Exploration modded ...
I know you're looking for negative results to fix, but I wanted to mention that I used asynchronous saving on a 24/7 server for months on a bloated (~300MB saves) Space Exploration modded ...
- Fri Sep 08, 2023 2:36 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 275183
Re: Friday Facts #375 - Quality
This really must be a joke way of introducing the recycler right? The implications of RNG attributtes to every item in the game would cause massive cascading problems. All production planning and blueprints would be useless except for the max level.
We have made it so that quality is 'invisible ...
We have made it so that quality is 'invisible ...