The power draw to keep different things warm is at least documented in the wiki. It's not as simple as the number of tiles occupied.
When I was planning out my Aquilo base, I set up a spreadsheet with estimated numbers of different things and the heat loss for each of them so I could figure out the ...
Search found 25 matches
- Fri Jun 06, 2025 11:35 pm
- Forum: Gameplay Help
- Topic: Heat Pipe Math for Aquilo
- Replies: 5
- Views: 269
- Tue May 27, 2025 2:48 am
- Forum: Gameplay Help
- Topic: Basic Space Logistics Help
- Replies: 15
- Views: 1100
Re: Basic Space Logistics Help
Best I've jury-rigged is to just have a cargo condition for each individual item > 0. This seems like I must be barking up the wrong tree, I'm wondering what a less hacky approach might be.
This is pretty close to what I do. I have a series of ORed groups of AND conditions, one of which is the ...
- Sat May 17, 2025 7:05 pm
- Forum: Gameplay Help
- Topic: Legendary Mech Armor
- Replies: 39
- Views: 2448
Re: Legendary Mech Armor
4 lvl 3 legendary quality modules (again, you are unlikely to have those too, as they need quite a lot of legendary holmium to make)
I have those.
They come from a combination of a Q3 module upcycling plant on Vulcanus and initially running some superconductor upcycling on Fulgora. The latter ...
- Fri May 16, 2025 11:03 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 86
- Views: 6221
Re: How to upcycle?
What are you making that consume that much iron ?
I was making L3 assembling machines. Their baseline requirement is a little more copper than iron, but the copper is mostly in the form of cable where I have a big productivity bonus while the iron is a mix of plate (no bonus at all) and ...
- Fri May 16, 2025 4:22 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 86
- Views: 6221
Re: How to upcycle?
My asteroid processor will make calcite, iron, and coal. When any of them max out (currently calcite, because it was so massively efficient at making stone that I capped my stone and bricks pretty quickly), they get re-rolled for something that isn't maxed out. Seems pretty efficient overall to me ...
- Thu May 15, 2025 3:37 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 86
- Views: 6221
Re: How to upcycle?
One hack I found out is that if you make quality plastic, you can aslo make quality structures. If you make them in fully prod mod foundry and then run it through recycler, you'll get quite a lot of legendary copper.
And a smaller (but still nonzero) amount of legendary steel.
Get your LDS ...
- Sun May 11, 2025 3:37 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 86
- Views: 6221
Re: How to upcycle?
I've read numerous times that production modules are better than quality modules, as well, but not really enough to understand when or why.
I don't think it's true that they're unconditionally better in all cases. There is some detailed math on the wiki on the best division of productivity and ...
- Wed Apr 09, 2025 3:46 am
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 8
- Views: 1242
Re: Uranium and ammo shipping too expensive
If you want to get to Aquilo faster, you can ship massive amounts of explosives to a platform (I think they're 500/rocket). It's massively more efficient than shipping rockets. My Aquilo platform makes all of its rockets using explosives launched from Nauvis. Something like 800 explosives is plenty ...
- Sun Mar 16, 2025 6:03 pm
- Forum: Ideas and Suggestions
- Topic: How about adding recycler 2?
- Replies: 7
- Views: 418
Re: How about adding recycler 2?
Secondly, I am not sure about getting less than 25% back... how about a recycler 3 that is slower but gives 33% back?
That would require lowering the max productivity limit, which is currently +300% to limit recyclers loops to returning exactly their inputs (otherwise you would have recycler ...
- Sun Mar 16, 2025 5:59 pm
- Forum: Gameplay Help
- Topic: Keeping biters at bay
- Replies: 11
- Views: 1406
Re: Keeping biters at bay
I don't see any walls. A double wall will keep biters off of your turrets. My edges are double walls backed by gun, laser, and Tesla turrets (with arty to keep the spawners well outside of the pollution cloud), and my defenses run indefinitely on their own.
I keep spares of turrets and walls in ...
I keep spares of turrets and walls in ...
- Sun Mar 16, 2025 5:30 am
- Forum: Gameplay Help
- Topic: setting requests to ship based on ckt ?
- Replies: 6
- Views: 450
Re: setting requests to ship based on ckt ?
If you can make the science quickly enough (within the spoil window of the eggs), there's no need to do it (or all of it) in Nauvis orbit. Prometheum science doesn't spoil, so you can keep it in the platform hub until you get back to Nauvis. If you head back out from Nauvis with chunks left to ...
- Fri Mar 07, 2025 4:42 am
- Forum: Ideas and Suggestions
- Topic: Brush deconstruction tool
- Replies: 6
- Views: 394
Re: Brush deconstruction tool
I think something like this might be great for clearing forest for a diagonal rail line. It's easy for me to do cutting for horizontal or vertical, but diagonal is a pain.
As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining ...
As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining ...
- Fri Mar 07, 2025 4:38 am
- Forum: Gameplay Help
- Topic: Does "Quality" Make Fusion Reactors Worse?
- Replies: 52
- Views: 8707
Re: Does "Quality" Make Fusion Reactors Worse?
I was searching to see if anyone else came up with a way to only turn on fusion reactors when they'll get the full neighbor bonus, and this is the only thread I found π
The way I'm doing it is by limiting the fluoroketone.
I would be interested in seeing a blueprint of this. This was ...
- Sun Jan 26, 2025 3:02 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 89715
Re: Gleba has killed the game for me.
Well, when you consider space age sold over a million copies and you pan around a bit on that map, that actually means almost nobody beat this game proportionally o.o. Which isn't necessarily bad if a sandbox game has a lot of content.
Some of that may be time related. It took me something like ...
- Sat Jan 25, 2025 2:14 am
- Forum: Gameplay Help
- Topic: Lots of explosive rockets each trip to Aquilo?
- Replies: 14
- Views: 3089
Re: Lots of explosive rockets each trip to Aquilo?
Somebody already mentioned Coal Synthesis, but if you don't have that you can also send explosives up, they have a rocket capacity of 500 IIRC, then you can use iron from space mining to make the rockets on the platform. It's how I get rockets on Gleba before coal synthesis.
Even with coal ...
- Thu Jan 23, 2025 5:04 am
- Forum: Gameplay Help
- Topic: Serious Question: Can Gleba not be idle?
- Replies: 15
- Views: 6690
Re: Serious Question: Can Gleba not be idle?
They definitely do expand, and to me it looks a bit like biter expansion, though perhaps not as frequent.NineNine wrote: Thu Jan 23, 2025 1:25 am The natives on Gleba don't seem to expand like the biters on Nauvis
- Mon Jan 20, 2025 10:11 pm
- Forum: Gameplay Help
- Topic: Am I stuck on Gleba?
- Replies: 8
- Views: 973
Re: Am I stuck on Gleba?
No, there is a separate dedicated autosave for each trip to a new planet.T3rm1 wrote: Mon Jan 20, 2025 8:40 pm You mean _autosave1, 2 and 3? Those are overwritten after 15 minutes (5 min autosave interval).
- Sat Jan 04, 2025 3:50 pm
- Forum: Balancing
- Topic: Several railgun issues, and a fix for them
- Replies: 8
- Views: 1713
Re: Several railgun issues, and a fix for them
A handheld railgun on Vulcanus feels like a modded in / cheat-code style weapon. It doesn't feel right to one-shot and pop these formerly terrifying creatures out of existence in a single shot. It feels completely wrong.
You can one-shot demolishers (small ones at least) with Nauvis tech. A ...
- Tue Dec 31, 2024 9:47 pm
- Forum: Gameplay Help
- Topic: Breeding pentapod eggs
- Replies: 7
- Views: 2052
Re: Breeding pentapod eggs
Your math looks correct to me. (In detail, it's effectively producing two eggs on the first cycle and then four eggs on the second cycle, but that averages out to producing three on each cycle.)
But it is not. Try to apply the same logic to kovarex process and you will get very wrong result ...
- Tue Dec 31, 2024 7:20 pm
- Forum: Gameplay Help
- Topic: Breeding pentapod eggs
- Replies: 7
- Views: 2052
Re: Breeding pentapod eggs
When using the pentapod egg breeding recipe (Water+Nutrients+1 egg --> 2 eggs), does the first egg get used up in the production of the other 2?
So that every cycle, you'd get just two fresh eggs, one of which you can feed back into the biochamber, leaving you with one fresh egg while a new cycle ...