Search found 46 matches

by trancexpress
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 ...
by trancexpress
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.
by trancexpress
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.
by trancexpress
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?
by trancexpress
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.
by trancexpress
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 ...
by trancexpress
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 ...
by trancexpress
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 ...
by trancexpress
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 ...
by trancexpress
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 ...
by trancexpress
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 ?

Eternal wrote: Sat Mar 15, 2025 9:31 am :shock: :o consider it done....
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.
by trancexpress
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.
by trancexpress
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 ...
by trancexpress
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.
by trancexpress
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.
by trancexpress
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 ...
by trancexpress
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?
by trancexpress
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

Nidan wrote: Thu Jan 30, 2025 11:08 am
trancexpress wrote: Thu Jan 30, 2025 9:14 am
Being 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.
+24.8% quality, -20% speed.

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