You know what?!
I am gonna say it!
They should hire people, make a new dlc and I want to pay for it!
Search found 28 matches
- Thu Oct 30, 2025 11:23 pm
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 14231
- Sat Oct 25, 2025 6:08 pm
- Forum: Pending
- Topic: [2.0.69] Train rolling stock disconnects if damaged during blue print creation
- Replies: 1
- Views: 239
[2.0.69] Train rolling stock disconnects if damaged during blue print creation
Hi
I have encountered a strange -probably- bug:
When I was using blueprints, pasting them on the map I have discovered that most of the new train-chains are disconnected. The locomotive was not connected to the wagons. Long story short:
During blueprint building, if rear train created first, it ...
I have encountered a strange -probably- bug:
When I was using blueprints, pasting them on the map I have discovered that most of the new train-chains are disconnected. The locomotive was not connected to the wagons. Long story short:
During blueprint building, if rear train created first, it ...
- Sat Oct 25, 2025 4:30 pm
- Forum: Pending
- Topic: [2.0.69] captive biter spawner behaviour
- Replies: 1
- Views: 129
[2.0.69] captive biter spawner behaviour
Hi all,
I have a sizeable captive biter spawner block; Sometimes they have starved and went back to the enemy force then recaptured again.
The strange behaviour is that some of them spawn biters some of them don't. Which don't they never spawn, the others I guess spawn in casual time cycles.
I say ...
I have a sizeable captive biter spawner block; Sometimes they have starved and went back to the enemy force then recaptured again.
The strange behaviour is that some of them spawn biters some of them don't. Which don't they never spawn, the others I guess spawn in casual time cycles.
I say ...
- Fri Oct 24, 2025 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 21
- Views: 13315
Re: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Maybe create a tooltip or note on the research or on the turret itself?
- Tue Oct 14, 2025 9:09 pm
- Forum: Gameplay Help
- Topic: Artillery cleaning all chunks -> no more enemy?
- Replies: 5
- Views: 584
Artillery cleaning all chunks -> no more enemy?
Hi all,
Recently, in my game, I was fed up with the constant attacks of pentapods on Gleba. To take serious action on the matter I sent my black belt diplomatic delegation: the legendary artillery wagons. My base is not that big and did not venture far away neither.
So, I put few artillery wagons ...
Recently, in my game, I was fed up with the constant attacks of pentapods on Gleba. To take serious action on the matter I sent my black belt diplomatic delegation: the legendary artillery wagons. My base is not that big and did not venture far away neither.
So, I put few artillery wagons ...
- Thu Oct 09, 2025 5:54 pm
- Forum: Gameplay Help
- Topic: arithmetic combinator - constant number ... dinamically?
- Replies: 6
- Views: 648
Re: arithmetic combinator - constant number ... dinamically?
Thank you!
Thank you for your help and patience. It seems a grain of sand got into the machine. I retested it based on what you shared and it works.
Thank you for your help and patience. It seems a grain of sand got into the machine. I retested it based on what you shared and it works.
- Thu Oct 09, 2025 9:31 am
- Forum: Gameplay Help
- Topic: arithmetic combinator - constant number ... dinamically?
- Replies: 6
- Views: 648
Re: arithmetic combinator - constant number ... dinamically?
Have you tried your approach in practice? This approach seems to not work. That's my problem. Using a signal with value on the right side does not do the multiplication with that value.
- Wed Oct 08, 2025 8:55 pm
- Forum: Gameplay Help
- Topic: arithmetic combinator - constant number ... dinamically?
- Replies: 6
- Views: 648
arithmetic combinator - constant number ... dinamically?
Hi everyone!
Is there any way to set the constant value on the right side dynamically? I would like to set the multiplier based on conditions, but can't. Having a signal with a given value does not help this situation.
Is there any way to set the constant value on the right side dynamically? I would like to set the multiplier based on conditions, but can't. Having a signal with a given value does not help this situation.
- Mon Sep 29, 2025 9:32 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2536
Re: Let's talk train design
Hmm. You are right. It is not straightforward that it does not work for loading. -> I think it can be made that way, that it does not have to empty, so it "remember" what to load and unload all the time, because the cargo is not empty. "I got oil, okay I start to unload it. I am almost empty ...
- Thu Sep 25, 2025 6:14 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2536
Re: Let's talk train design
My main problem is the following:
Your build contains a mistake, based on wrong assumption about the wildcard expansion. Use it for unloading, but not for loading.
The idea is to start with an empty train. Completely empty. For an empty train, no green cargo or fluid wildcard can match. So ...
- Thu Sep 25, 2025 5:45 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2536
Re: Let's talk train design
By some time all fluid trains will carry water which become basically useless.
That means you're doing it wrong, not that the mechanics have flaws. All of the solutions described in this thread cannot have this happen.
Yes, it is easily can happen. In addition, it is explicity stated in ...
- Thu Sep 25, 2025 3:52 am
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2536
Re: Let's talk train design
Here is something that's currently on my mind. We all want to build a logistic train system in vanilla. It sounded so easy in the FFF. Here's the problem: The natural way to do it with interrupts doesn't work with multiple provider stations. I think by now, all the train afficianados know the ...
- Sun Aug 24, 2025 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction in blueprints
- Replies: 8
- Views: 8287
Re: Deconstruction in blueprints
+1
When I alter some of my blueprints they definitely affects the real ones which are built. And in some cases I move around pipes and stuff and the old one screws it up. I use lamps as a "destroy whatever was here" placeholders, then remove the lamps too after that. And update the blueprint ...
When I alter some of my blueprints they definitely affects the real ones which are built. And in some cases I move around pipes and stuff and the old one screws it up. I use lamps as a "destroy whatever was here" placeholders, then remove the lamps too after that. And update the blueprint ...
- Sun Aug 24, 2025 11:15 am
- Forum: Not a bug
- Topic: [2.0.65] There is no option to quality upgrade artillery wagon
- Replies: 1
- Views: 301
[2.0.65] There is no option to quality upgrade artillery wagon
Hi
As the title says there is no option to upgrade quality for artillery wagons. Cheers'
As the title says there is no option to upgrade quality for artillery wagons. Cheers'
- Tue Aug 12, 2025 10:22 pm
- Forum: Not a bug
- Topic: [2.0.64] Crossing a pipeline does not autobuild underground connection
- Replies: 1
- Views: 281
[2.0.64] Crossing a pipeline does not autobuild underground connection
Hi!
This is halfway on the bug-feature scale.
When there is a belt line and if you cross-build it with something - for examples pipes - the game autobuilds an underground connection to keep the line.
This is not the case with pipes which is quite annoying, as it has to be handled manually every ...
This is halfway on the bug-feature scale.
When there is a belt line and if you cross-build it with something - for examples pipes - the game autobuilds an underground connection to keep the line.
This is not the case with pipes which is quite annoying, as it has to be handled manually every ...
- Sat Aug 09, 2025 3:26 pm
- Forum: Questions, reviews and ratings
- Topic: List of complete overhaul mods that are supported in 2.0 / Space age?
- Replies: 2
- Views: 2664
List of complete overhaul mods that are supported in 2.0 / Space age?
Hi all,
Recently I am doing my megabase stuff, looking for knowledge and blueprints on the internet, and what I realized that the base game is not too challening. I mean it does not force me to think more deeply, not punishing me enough or it is just not too exciting for me. There is so much stuff ...
Recently I am doing my megabase stuff, looking for knowledge and blueprints on the internet, and what I realized that the base game is not too challening. I mean it does not force me to think more deeply, not punishing me enough or it is just not too exciting for me. There is so much stuff ...
- Sat Aug 09, 2025 3:15 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 20
- Views: 7218
Re: How pros approach the game?
Hi guys!
First of all; thanks for all your answers!
It is interesting how you apprach the game, how the "attitue" is different between people.
I never played city building games before, nor really open world ones, so this is new journey for me as well. As I have completed the game, I had to ...
First of all; thanks for all your answers!
It is interesting how you apprach the game, how the "attitue" is different between people.
I never played city building games before, nor really open world ones, so this is new journey for me as well. As I have completed the game, I had to ...
- Sun Jul 20, 2025 11:04 am
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 20
- Views: 7218
Re: How pros approach the game?
I really love your responses, especially the beer-based one 
- Sun Apr 20, 2025 6:09 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 20
- Views: 7218
How pros approach the game?
Hi guys, my fellow factory builders!
How do pros approach the game? How do they design new things? Do they plan, calculate then execute? Or do they just play by feeling? When I see other guys, for example Nilaus, he just casually do stuff which works. No efforts, no struggle, just do this and that ...
How do pros approach the game? How do they design new things? Do they plan, calculate then execute? Or do they just play by feeling? When I see other guys, for example Nilaus, he just casually do stuff which works. No efforts, no struggle, just do this and that ...
- Sun Mar 02, 2025 12:27 pm
- Forum: Not a bug
- Topic: Pollution calculation when modules are present
- Replies: 2
- Views: 319
Pollution calculation when modules are present
See the images attached. The pollution increases disproportionately, it is much larger than it should be. Or do I misunderstand something?