Search found 43 matches
- Mon Jan 19, 2026 9:05 am
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 14
- Views: 3124
Re: Why is the Quality mod required for Space Age?
How does the recycler give you nutrients in a way that is not available otherwise?
It creates spoilage but that already happens anyway so it doesnt add anything there.
This is "how Coffee's brain works". There's an indirect route to nutrients that goes jelly->iron bacteria 10%, spoilage. If ...
- Mon Jan 19, 2026 8:57 am
- Forum: Ideas and Suggestions
- Topic: Asteroid collector blacklist filter or target priorities
- Replies: 10
- Views: 1469
Re: Asteroid collector blacklist filter or target priorities
You can dynamically set the filter so there is basically no real limit to the number of asteroids to filter out. So this is already possible in the game with circuit integration
The point was to not require circuit management for filters. And even if you do use circuits there can only be 5 ...
- Mon Jan 19, 2026 8:54 am
- Forum: Ideas and Suggestions
- Topic: Control signals into space
- Replies: 1
- Views: 147
Control signals into space
TL;DR
I want to be able to send/recieve cicruit signals from/to orbitting space platforms.
What?
Add a building/option to existing building so we can send signals to orbiting space plaforms to be used for the logic on them.
A bit like the current radar allows sending signals to other places on ...
I want to be able to send/recieve cicruit signals from/to orbitting space platforms.
What?
Add a building/option to existing building so we can send signals to orbiting space plaforms to be used for the logic on them.
A bit like the current radar allows sending signals to other places on ...
- Mon Jan 19, 2026 8:38 am
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 26
- Views: 4984
Re: Give agricultural towers separate circuit toggles for planting and harvesting
Cant you just harvest all fruits and then start a timer of 5 minutes to enable the trainstop. You know that all trees are fully grown after 5 minutes so then the train can come, you activate the tower gather all the trees ( you know how many trees so you know when all fruits are harvested ) and then ...
- Mon Jan 12, 2026 1:52 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 23
- Views: 5325
Re: A idea to handle gleba problem
My suggestion is shift it a bit, instead we produce first bacteria using bioflux, nutrition and ore to make a bacteria 100% this time, but the duplication process no longer refresh bacteria, but it is now cheaper, just crushed fruit+bacteria=2bacteria
No please just dont. This would really ...
- Thu Dec 18, 2025 10:18 am
- Forum: Ideas and Suggestions
- Topic: Change Robot AI
- Replies: 1
- Views: 325
Change Robot AI
TL;DR
Make Logistic robots smarter
What?
Currently Logistics bots go charge with cargo, which slows down loading or just the processing of the goods.
This is really annoying if your loading a rocket and 1 robot desides to charge with items inside it. Especially if its a bit busy and that robot ...
Make Logistic robots smarter
What?
Currently Logistics bots go charge with cargo, which slows down loading or just the processing of the goods.
This is really annoying if your loading a rocket and 1 robot desides to charge with items inside it. Especially if its a bit busy and that robot ...
- Thu Nov 27, 2025 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Asteroid collector blacklist filter or target priorities
- Replies: 10
- Views: 1469
Re: Asteroid collector blacklist filter or target priorities
TL;DR
The asteroid collector should use the target priorities system that turrets use, or have a blacklist filter option.
What?
Currently, the asteroid collector only has the option of a whitelisted filter. This is not very expansive, especially in the case of mods that might add more than ...
- Mon Nov 03, 2025 2:13 pm
- Forum: Gameplay Help
- Topic: Question about farming legendary asteroids
- Replies: 7
- Views: 1434
Re: Question about farming legendary asteroids
Carbonic Asteroids make Carbon & Sulfur - useful for Coal Synthesis, Explosives, and Plastic.
Metallic Asteroids can be smelted directly Iron/Copper in a Furnace; no point in using the Foundry recipes with high-grade Inputs since Liquids "reset" to Normal quality. You can get Unlimited Liquid ...
- Mon Nov 03, 2025 7:39 am
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 23
- Views: 5325
Re: A idea to handle gleba problem
I think gleba is really good idea but just not work because you got gate keeped in everyway that limits how you can even produce basic ores, and before you know it stomper will come and kill you and your defense only make them attack whole base instead of just the tower.
At the root of it all, it ...
- Mon Nov 03, 2025 7:32 am
- Forum: Ideas and Suggestions
- Topic: Turret's target priority, do not fire at
- Replies: 8
- Views: 1254
Re: Turret's target priority, do not fire at
A whitelist/blacklist toggle would definitely be nice.
Especially since you might want to keep some close by spawners alive for later capture and it's a bit of a hassle to set the filter in the turrets to every biter/spitter variant when all you really want is "shoot everything but the nest ...
- Mon Nov 03, 2025 7:27 am
- Forum: Ideas and Suggestions
- Topic: Add "disable quality modules" circuit condition
- Replies: 4
- Views: 687
Re: Add "disable quality modules" circuit condition
Add the ability to disable quality modules in a machine based on a circuit condition.
As it is currently, the only way to deal with excess quality is to delete the excess with recyclers. It would be convenient to have more control over when quality items are produced by being able to disable ...
- Mon Nov 03, 2025 7:21 am
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 31
- Views: 17784
Re: Set requests for space platform hub via circuit signals
Seconded. Another good use case for this is the prometheum science pack, since it requires biter eggs and you only want to request them when you actually want to craft more science packs. So being able to request based on circuit conditions would be helpful here to avoid always asking for eggs ...
- Mon Nov 03, 2025 7:17 am
- Forum: Ideas and Suggestions
- Topic: "Stop exists" interrupt condition
- Replies: 3
- Views: 461
Re: "Stop exists" interrupt condition
Why not have the requester stations trigger the train, in that case the train can do other things if your defences are all wel enough supplied.
- Mon Nov 03, 2025 7:11 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 10998
Re: Make promethium spoil, and quickly
But then I really don't get why it even annoys you that people buffer storage the chunks on belts. Let them. It is not like you have to do it that way. It doesn't change a thing in terms of balancing anyway. It may be aesthetically ugly, but who really cares where the chunks are stored. ^^
I ...
- Mon Nov 03, 2025 6:48 am
- Forum: General discussion
- Topic: Why is the Quality mod required for Space Age?
- Replies: 14
- Views: 3124
Re: Why is the Quality mod required for Space Age?
A recycler works like a void if you don't have quality. You could remove the entire thing, and still play Space Age. The only thing that directly affects other than quality is a alternate way of getting nutrients.
How does the recycler give you nutrients in a way that is not available otherwise ...
- Sun Nov 02, 2025 9:40 pm
- Forum: General discussion
- Topic: anyone else find demolishers boring to fight?
- Replies: 3
- Views: 962
Re: anyone else find demolishers boring to fight?
Well they are boring to fight but this isnt a combat game.
The best solution, get a tank, get green ammo shoot them in the tail. That solves your immediate needs.
Afterwards come back with a railgun.
Then again they are boring because they are on a pretty boring planet to begin with. Cant have ...
The best solution, get a tank, get green ammo shoot them in the tail. That solves your immediate needs.
Afterwards come back with a railgun.
Then again they are boring because they are on a pretty boring planet to begin with. Cant have ...
- Sun Oct 26, 2025 1:54 pm
- Forum: Gameplay Help
- Topic: Circuit wait condition on an interrupt does not cause the train to leave, the condition flickers constantly
- Replies: 8
- Views: 1195
Re: [2.0.69] Circuit wait condition on an interrupt does not cause the train to leave, the condition flickers constantly
I think I figured it out. The interrupt is "retriggering" on the same interrupt on the same station repeatedly.
When the train tries to leave based on the circuit condition, it still has cargo in its hold (since the drop off station doesn't always empty it). So the 'go to drop station with ...
- Sun Oct 26, 2025 11:04 am
- Forum: Gameplay Help
- Topic: New splitter functionality
- Replies: 0
- Views: 312
New splitter functionality
What does the new splitter do in the case that it is set to output priority but neither side is set?
I want to sometimes set the priority to left sometimes to right but there are situations that it should work normally can this even be done?
Before i had to disable the belts going out of the ...
I want to sometimes set the priority to left sometimes to right but there are situations that it should work normally can this even be done?
Before i had to disable the belts going out of the ...
- Fri Oct 24, 2025 6:51 pm
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 33
- Views: 5591
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
I went for legendary quality only. The reason: designing production for lower qualities would mean I have to create all these production lines all over again for epic, then for legendary - again. Designing the same thing 3 times, just for a higher tier. And creating just one tier is already too ...
- Thu Oct 23, 2025 9:55 am
- Forum: Multiplayer
- Topic: Players in Leiden, NL?
- Replies: 2
- Views: 1819
Re: Players in Leiden, NL?
We can play remotely anyway.
Not like you have to be from the same city.
Im also dutch would like to try this multiplayer thing see how it works out. Though i dont like PvP stuff just cooperative
Not like you have to be from the same city.
Im also dutch would like to try this multiplayer thing see how it works out. Though i dont like PvP stuff just cooperative