Search found 369 matches
- Thu Oct 30, 2025 2:19 am
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 435
Re: on_player_banned nil player_index
I’ve found when comments like that exist, people take them to mean “this is the *only* time this happens” when that isn’t guaranteed.
I imagine that if it's worded like "for example..." then people will not assume that the examples shown are an exhaustive list of possible scenarios (at least I ...
- Wed Oct 22, 2025 9:18 am
- Forum: Balancing
- Topic: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
- Replies: 7
- Views: 601
Re: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
Can happen due to pure chance, AFAIK there is no check to prevent this (though it's probably not impossible to beat).
If you still get problems after generating 30-50 seeds, then there might be something for real but not until then.
If you still get problems after generating 30-50 seeds, then there might be something for real but not until then.
- Thu Oct 16, 2025 4:22 am
- Forum: Gameplay Help
- Topic: Artillery cleaning all chunks -> no more enemy?
- Replies: 5
- Views: 646
Re: Artillery cleaning all chunks -> no more enemy?
It does seem very much intended. It can happen on Nauvis too technically, but usually you have to do that deliberately. The main difficulty in normal play is distinguishing between unexplored and ungenerated chunks, but the debug setting makes for a decent way to check for it outside of editor mode ...
- Thu Sep 18, 2025 7:45 am
- Forum: Technical Help
- Topic: Victory not achieved when reached Solar System Edge
- Replies: 5
- Views: 1876
Re: Victory not achieved when reached Solar System Edge
The player does not need to be present. At least, not back in December when I got the win, and I really doubt they would have changed it.
the End game achievement was not triggered.
If you're speaking specifically of the achievement, and since you were playing on a server: It's required that ...
the End game achievement was not triggered.
If you're speaking specifically of the achievement, and since you were playing on a server: It's required that ...
- Thu Sep 11, 2025 3:03 pm
- Forum: Gameplay Help
- Topic: Quality seeds
- Replies: 4
- Views: 1016
Re: Quality seeds
I do think the easiest thing by far is to just burn them. They're barely useful.
- Mon Aug 18, 2025 5:45 pm
- Forum: General discussion
- Topic: People who have just one save file...why?
- Replies: 34
- Views: 4695
Re: People who have just one save file...why?
I was taught to keep progressive saves of newer versions, just in case the newest save gets ruined somehow. It takes a bit more space, and eventually you might have to clean up and go delete some old ones, but I find it is very worthwhile. I think my Space Exploration playthrough saves ended up ...
- Mon Aug 04, 2025 6:34 pm
- Forum: Releases
- Topic: Version 2.0.63
- Replies: 3
- Views: 12692
Re: Version 2.0.63
Impressive pace indeed. Thanks again!
- Fri Aug 01, 2025 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.61] Belt building broken with smart belt building disabled.
- Replies: 4
- Views: 1167
Re: [2.0.61] Belt building broken with smart belt building disabled.
I ran into this as well. Needless to say, I consider it a bug.
- Wed Jul 30, 2025 8:33 pm
- Forum: General discussion
- Topic: [SA] Only research and biter eggs on Nauvis?
- Replies: 13
- Views: 1719
Re: [SA] Only research and biter eggs on Nauvis?
I've seen bases where people make a small island on a lake, with a landing pad, power infra, nests for eggs and then just labs. It's so small it can fit on a lake pretty comfortably and works extra well if you can find an island somewhere with uranium ore on it. It's a pretty cool concept, though I ...
- Mon Jul 28, 2025 6:15 pm
- Forum: Gameplay Help
- Topic: How to get rid of item less than 100% health?
- Replies: 21
- Views: 2225
Re: How to get rid of item less than 100% health?
I've had this happen on Gleba, when buildings being super force deconstructed took damage from Boompuffs. It just so happened the Boompuffs got deconstructed first, dealing damage to nearby entities that then got removed afterwards before any other bots had time to repair them, thus placing damaged ...
- Wed Jul 23, 2025 1:59 pm
- Forum: Not a bug
- Topic: In-game Search (CNTRL-F) does not list Uranium-235/238
- Replies: 4
- Views: 571
Re: In-game Search (CNTRL-F) does not list Uranium-235/238
Works properly for me. In the logistics map view (ctrl+L), then search (ctrl+F), typing "uran". Including highlighting the exact chests on the map. Version 2.0.60.
- Tue Jul 22, 2025 5:29 pm
- Forum: Gameplay Help
- Topic: Logistics bots not taking short paths for loading rockets?
- Replies: 10
- Views: 914
Re: Logistics bots not taking short paths for loading rockets?
In my experience, if I truly need haste, I will simply have dedicated silos loaded by inserters. In slightly less urgent cases, I have a buffer chest with the required items next to the silo, and bots will reliably take from there and rapidly load the rocket, as otherwise bots can occasionally take ...
- Fri Jul 18, 2025 8:35 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 9
- Views: 1920
Re: Gleba!
One of the first things I did after getting Gleba running was place down speakers, programmed to alert if seeds or bacteria were low. It was instrumental in preventing complete shutdowns, because as you also noted, there are a lot of things that can go wrong, and it took many fixes before I got it ...
- Sun Jun 22, 2025 12:10 pm
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 6092
Re: Train condition progress should look clearer when at 100%
Minor improvement but it's pretty reasonable.
Honestly I'm not against just capping the progress bar to 95% or such until the value is at 100%. This makes it much more clearer at a glance. Could even apply a gradient at the very end to show it, but that's a bit harder to implement.
Honestly I'm not against just capping the progress bar to 95% or such until the value is at 100%. This makes it much more clearer at a glance. Could even apply a gradient at the very end to show it, but that's a bit harder to implement.
- Thu Jun 12, 2025 12:35 pm
- Forum: Pending
- Topic: Glitching inserters on space platform
- Replies: 2
- Views: 468
Re: Glitching inserters on space platform
I'm pretty sure you're low on power. I'm guessing it's trying to match the position of items on the belt but runs into issues at low power.
- Wed Jun 11, 2025 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Freeform tree planting
- Replies: 1
- Views: 446
Re: Freeform tree planting
You can already plant seeds by hand, just not with bots, which I assume is a deliberate choice.
- Tue Jun 03, 2025 10:52 am
- Forum: Ideas and Suggestions
- Topic: Radar should be moved to logistic tab
- Replies: 7
- Views: 1636
Re: Radar should be moved to logistic tab
In the past, the radar was a military target and that meant it would always be targeted by enemies, but that was changed I think with 2.0.
It's probably a reasonable change now (it would fit kind of nicely close to the roboport which has its own mini radar).
It's probably a reasonable change now (it would fit kind of nicely close to the roboport which has its own mini radar).
- Mon May 12, 2025 12:17 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 10
- Views: 8906
Re: Version 2.0.48
Huge for Gleba.
- Sat May 10, 2025 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Fix Inconsistent Ghost Cursor Behavior
- Replies: 4
- Views: 938
Re: Fix Inconsistent Ghost Cursor Behavior
There is a setting, that is not active by default (or at least wasn't back in the day), which says something to the effect of selecting an item as a ghost if you have it in your hotbar and click on it but don't actually have any of it in your inventory. This is specifically for when you are not in ...
- Thu May 01, 2025 5:44 pm
- Forum: Not a bug
- Topic: [2.0.43] Electromagnetic plant does not produce higher quality items
- Replies: 4
- Views: 733
Re: [2.0.43] Electromagnetic plant does not produce higher quality items
Going by the numbers in the screenshots, this has about a 0.5% chance of occurring, in other words, you were very unlucky!