Search found 46 matches
- Sat May 31, 2025 7:58 pm
- Forum: Gameplay Help
- Topic: Basic Space Logistics Help
- Replies: 15
- Views: 1209
Re: Basic Space Logistics Help
I got 1 platform per item transported between 2 planets. Its very easy to make the logic work then, it just costs more materials to get the platforms up.
Curious, how many platforms you end up with doing this?
Ugh I dunno, prolly less than 20 for material hauling. Usually they deliver 5 ...
- Wed May 28, 2025 4:47 am
- Forum: Gameplay Help
- Topic: Basic Space Logistics Help
- Replies: 15
- Views: 1209
Re: Basic Space Logistics Help
I got 1 platform per item transported between 2 planets. Its very easy to make the logic work then, it just costs more materials to get the platforms up.
- Sat Apr 12, 2025 1:24 pm
- Forum: General discussion
- Topic: How do you deal with emptiness after "finishing" the game?
- Replies: 18
- Views: 2480
Re: How do you deal with emptiness after "finishing" the game?
I fill the void with more factory.
- Thu Apr 10, 2025 2:30 pm
- Forum: Balancing
- Topic: Remove Big Asteroids Orbiting Aquilo
- Replies: 9
- Views: 1646
Re: Remove Big Asteroids Orbiting Aquilo
I got 3 space mining platforms above Aquilo (and a ton of various productivities researched). They work fine, designing them was way more fun than designing my other space miners.
- Sun Apr 06, 2025 6:26 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1988
- Views: 738585
Re: Simple Questions and Short Answers
When overproducing agricultural science, do I take freshest first or spoiled first from the cargo landing pad? For best research rate? Does it make a difference?
- Mon Mar 31, 2025 5:42 am
- Forum: Gameplay Help
- Topic: Do you plan the whole factory from the start?
- Replies: 12
- Views: 870
Re: Do you plan the whole factory from the start?
I do plan from the start, leaving space to grow bits where more production is needed. Unfortunately I always run into space issues sooner or later, then I have to remake the factory.
- Sun Mar 30, 2025 4:25 am
- Forum: Gameplay Help
- Topic: Gleba Petapod Perimeter Defense?
- Replies: 16
- Views: 15504
Re: Gleba Petapod Perimeter Defense?
I dont have a supply chain, my blueprint lets bots load the turrets initially
Does that still work for you? I'm pretty sure a recent patch made that impossible. At least I can no longer get it to work.
You mean if it works in general? I have an old blueprint that I use, no idea if I can ...
- Sat Mar 29, 2025 8:17 pm
- Forum: Gameplay Help
- Topic: Gleba Petapod Perimeter Defense?
- Replies: 16
- Views: 15504
Re: Gleba Petapod Perimeter Defense?
I have a large area (larger than my spore area), covered by gun turret blocks 25 each, with red ammo (I dont have a supply chain, my blueprint lets bots load the turrets initially). I got roboports for vision and logistics. I got a few spidertrons with rockets, with those I clear nests when I have ...
- Fri Mar 28, 2025 11:20 pm
- Forum: Gameplay Help
- Topic: How to deal with space platforms that get hit very rarely?
- Replies: 7
- Views: 658
Re: How to deal with space platforms that get hit very rarely?
Today's update (2.0.43) might be the fix for this. Something about the Asteroid spawn depending on everything else that happens first, it sounded like they made the asteroid spawning more important to fix it or something.
Hmmm I think this will help analyzing what is wrong with the platforms ...
- Tue Mar 25, 2025 12:29 pm
- Forum: Gameplay Help
- Topic: How to deal with space platforms that get hit very rarely?
- Replies: 7
- Views: 658
How to deal with space platforms that get hit very rarely?
I have some space platforms that get hit once every few days and I have no idea what hits them. How to deal with this?
So far I've been doing weapon upgrade research and quality upgrades for turrets... At some point the platform stops getting hit. Then I design a new one, it seems to work, I mass ...
So far I've been doing weapon upgrade research and quality upgrades for turrets... At some point the platform stops getting hit. Then I design a new one, it seems to work, I mass ...
- Sat Mar 22, 2025 9:38 pm
- Forum: General discussion
- Topic: Agricultual Science Pack
- Replies: 32
- Views: 2725
Re: Agricultual Science Pack
For me it was sort of a psychological barrier, always needing to use up agricultural packs because making them at the start was a pain. At some point (as suggested above) I just upscaled them and started letting the unused ones rot. From then on I had no issue with them spoiling, they just get made ...
- Sat Mar 15, 2025 5:06 pm
- Forum: Gameplay Help
- Topic: setting requests to ship based on ckt ?
- Replies: 6
- Views: 458
Re: setting requests to ship based on ckt ?
Just make sure your platform doesnt get stuck on Nauvis due to some condition, or else the eggs start to hatch. I have laser turrets in reach and the platform produces repair packs, so even in this case its OK... but the platform will consume eggs for no reason.
- Sat Mar 15, 2025 9:03 am
- Forum: Gameplay Help
- Topic: setting requests to ship based on ckt ?
- Replies: 6
- Views: 458
Re: setting requests to ship based on ckt ?
My inserter throws away eggs only if the destination planet is not Nauvis. So when I get the last egg shipment, they are not used (not enough prometheum chunks), the platform starts going to the next planet, the inserter starts removing the eggs.
- Thu Mar 13, 2025 11:40 am
- Forum: General discussion
- Topic: Space Age feels too scripted
- Replies: 15
- Views: 4726
Re: Space Age feels too scripted
To pipe in on peaceful Gleba, my factory and plantations have not been attacked for a few months now. My factory is kinda small though (2 maxed out harvesters, 5 biochamber blocks producing agricultural packs, 1 of which also dumps bioflux). Also a space mining based block to produce rocket part ...
- Sun Mar 09, 2025 7:59 am
- Forum: General discussion
- Topic: What I love about Space Age
- Replies: 15
- Views: 3372
Re: What I love about Space Age
Quality and the new automation machines with built-in productivity, plus handling byproducts and spoilage. I feel there are now more ways to build your factory and I'm happy due to it.
- Tue Feb 11, 2025 10:15 am
- Forum: Outdated/Not implemented
- Topic: Demolishers should gain flat phsyical resistance with tier
- Replies: 9
- Views: 1001
Re: Demolishers should gain flat phsyical resistance with tier
Asteroids have that and they are mega boring to deal with. I prefer having options to having no options.
- Sat Feb 08, 2025 5:24 pm
- Forum: Ideas and Suggestions
- Topic: Night vision goggles should take up 1x1 slot instead of 2x2
- Replies: 4
- Views: 387
Re: Night vision goggles should take up 1x1 slot instead of 2x2
That'd be great.
- Tue Feb 04, 2025 6:59 am
- Forum: Ideas and Suggestions
- Topic: Make space platform destruction more memorable
- Replies: 6
- Views: 542
Re: Make space platform destruction more memorable
Not coming from the more memorable/spectacular angle... But my prometheum platforms are taking damage once in a blue moon and I have no clue what is missing. I'm never watching the ship when it takes damage, so I dont know what to add to it to prevent the damage. Would be nice if there was some way ...
- Tue Feb 04, 2025 6:54 am
- Forum: Ideas and Suggestions
- Topic: Show "Quality Limit: 0%"
- Replies: 3
- Views: 379
Re: Show "Quality Limit: 0%"
Does negative quality increase starting spoilage percentage when an item is crafted?
- Thu Jan 30, 2025 11:58 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1988
- Views: 738585
Re: Simple Questions and Short Answers
+24.8% quality, -20% speed.Nidan wrote: Thu Jan 30, 2025 11:08 amBeing unlucky is a possibility, but the usual suspect is speed beacons affecting the recycler. What does the recyclers tooltip say about quality? It should state sometime like "Quality: 24.8%" assuming 4 legendary quality 3 modules.