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Re: Should underground exits still allow one lane to pass? Mine don't
Posted: Mon Jan 12, 2026 10:32 pm
by JDLH
JDLH wrote: Mon Jan 12, 2026 7:56 am
Hi, I am running the current version of the Space Age game [version 2.0.72 actually]… and I am baffled by the lane-blocking behaviour of underground exits. I want to block one lane of a basic transport belt, on Gleba, and so I placed an underground belt exit across the belt. Jellynut fruits on both lanes were blocked by the exit. Similarly, spoilage on both lanes was blocked. I expected that the underground belt exit would block only one lane, and would allow the other lane, the one on the side of the exit's discharge belt, to pass.
As requested, here are screenshots of the lane-blocking I see. The jellynut fruits are travelling from left to right.

- Underground entrance blocks both lanes 1 of 2 2026-01-12.png (62.04 KiB) Viewed 1732 times
Above, using an underground belt entrance to block the top lane. I expected that the jellynut in the bottom lane would pass the underground exit and continue to the right. I see a jellynut in the bottom lane has made it into the underground entrance's left lane, but it does not pass across the entrance and out the right side.

- Underground entrance blocks both lanes 2 of 2 2026-01-12.png (63.69 KiB) Viewed 1732 times
Above, using an underground belt entrance to block the bottom lane. I expected that the jellynut in the top lane would pass the underground exit and continue to the right.

- Underground exit blocks both lanes 1 of 2 2026-01-12.png (58.6 KiB) Viewed 1732 times
Above, using an underground belt exit to block the top lane. I expected that the jellynut in the bottom lane would pass the underground exit and continue to the right. I see a jellynut in the bottom lane has made it into the underground exit's left lane, but it does not pass across the exit and out the right side.

- Underground exit blocks both lanes 2 of 2 2026-01-12.png (64.87 KiB) Viewed 1732 times
Above, using an underground belt exit to block the bottom lane. I expected that the jellynut in the top lane would pass the underground exit and continue to the right. I see a jellynut in the top lane has made it into the underground exit's left lane, but it does not pass across the exit and out the right side.
Do others see the same behaviour?
Should I perhaps report this as a possible bug?
Re: Simple Questions and Short Answers
Posted: Mon Jan 12, 2026 10:35 pm
by Jap2.0
JDLH wrote: Mon Jan 12, 2026 10:32 pm
It will go into the underground belt, not past it—place a matching output belt and they will go through.
Re: Simple Questions and Short Answers
Posted: Mon Jan 12, 2026 10:40 pm
by Jap2.0
Like so:

- 01-12-2026, 17-40-03.png (271.26 KiB) Viewed 1723 times
Re: Should underground exits still allow one lane to pass? Mine don't
Posted: Tue Jan 13, 2026 12:27 am
by Tertius
JDLH wrote: Mon Jan 12, 2026 10:32 pm
Do others see the same behaviour?
Yes, you describe how underground belts work and are supposed to work. This is no bug.
Your issue is that you expect the underground belt piece passes items straight to a belt piece on the opposite side. But it doesn't work like this. The underground pieces do sideloading and the items are being moved onto the underground piece. Append a belt pice to the above ground side of the underground exit. Not on the opposite side of the underground exit.
Re: Should underground exits still allow one lane to pass? Mine don't
Posted: Tue Jan 13, 2026 8:51 pm
by JDLH
Tertius wrote: Tue Jan 13, 2026 12:27 am
…This is no bug.
Your issue is that you expect the underground belt piece passes items straight to a belt piece on the opposite side. But it doesn't work like this. The underground pieces do sideloading and the items are being moved onto the underground piece. Append a belt pice to the above ground side of the underground exit. Not on the opposite side of the underground exit.
Thank you. That is exactly how I misunderstood the behaviour of underground entrances and exits. It is clear now.
Re: Simple Questions and Short Answers
Posted: Mon Jan 26, 2026 3:15 pm
by kitters
I'm messing with display panels.
Do you know how to enable/disable rich text?
As soon as I finish typing, it enables automatically and I can't change it. For example, change the color of the text.
To simplify, as soon as I type the last symbol ] of [img=item.iron-plate,
it transforms into the picture, which I can only delete completely and start again. I would like to edit.
Simpler question. How do I change color of the text without deleting it and typing again?
Re: Simple Questions and Short Answers
Posted: Mon Jan 26, 2026 3:31 pm
by Tertius
I "develop" rich text labels in an external ascii text editor such as Windows notepad. You can copy any rich text with symbols or color in the game and it will paste as ascii text in the external editor, so this is a way to get the text again.
Re: Simple Questions and Short Answers
Posted: Mon Jan 26, 2026 4:47 pm
by kitters
Tertius wrote: Mon Jan 26, 2026 3:31 pm
I "develop" rich text labels in an external ascii text editor such as Windows notepad. You can copy any rich text with symbols or color in the game and it will paste as ascii text in the external editor, so this is a way to get the text again.
Nice tip, thank you very much

Shame you need to use an external editor though. Devs...
Re: Simple Questions and Short Answers
Posted: Mon Jan 26, 2026 6:20 pm
by kitters
Did I get this right, if a platform has a request from the planet it's above, it completely ignores a a request from this planet for same item?
I want a platform to satisfy a request from a planet, but keep some amount locked. How do I achieve it?
p.s. setting upper limit on platform's request makes it dump surplus regardless of planet's request.
*I would make it so a platform can satisfy planet's requests as long as amount stays in range of platform's request. Not just ignore planet's request.
Re: Simple Questions and Short Answers
Posted: Mon Jan 26, 2026 7:29 pm
by kitters
I can't parameterize a message on a display panel, right?
Or at least display a value of a signal? Hard to believe.
Re: Simple Questions and Short Answers
Posted: Mon Jan 26, 2026 11:36 pm
by jdrexler75
kitters wrote: Mon Jan 26, 2026 6:20 pm
Did I get this right, if a platform has a request from the planet it's above, it completely ignores a a request from this planet for same item?
I want a platform to satisfy a request from a planet, but keep some amount locked. How do I achieve it?
Yes. You can for example store it on a belt when moving towards that planet, and move it back into the hub when leaving the planet.
Re: Simple Questions and Short Answers
Posted: Sun Feb 01, 2026 1:17 pm
by Bömmeli
My laptop starts to struggle with providing 60 UPS. As I understand the wiki, the inserters and maybe the boilers/steam engines are the problem, aren't they?

- upsstruggle.png (395.62 KiB) Viewed 974 times
Re: Simple Questions and Short Answers
Posted: Tue Feb 03, 2026 2:01 am
by mmmPI
Bömmeli wrote: Sun Feb 01, 2026 1:17 pm
My laptop starts to struggle with providing 60 UPS. As I understand the wiki, the inserters and maybe the boilers/steam engines are the problem, aren't they?
Yes they are, consider the first numbers in the list are the time in millisecond to finish the task needed between 2 update, your have an allowance of 16 millisecond if you want to maintain 60 update per second, and you have on average around 4.8 millisecond taken by inserters , 1.3 millisecond for boilers, and 1.8 for generator , making it a total of 9.9 millisecond for "entities total" , add the fluid flow 1.655 ms, the electric network , the trains ,and that doesn't leave a whole lot of available time to compute before it takes more than 16 ms and start dropping the UPS.
Re: Simple Questions and Short Answers
Posted: Tue Feb 03, 2026 6:46 am
by Bömmeli
mmmPI wrote: Tue Feb 03, 2026 2:01 am
Yes they are, consider the first numbers in the list are the time in millisecond to finish the task needed between 2 update, your have an allowance of 16 millisecond if you want to maintain 60 update per second, and you have on average around 4.8 millisecond taken by inserters , 1.3 millisecond for boilers, and 1.8 for generator , making it a total of 9.9 millisecond for "entities total" , add the fluid flow 1.655 ms, the electric network , the trains ,and that doesn't leave a whole lot of available time to compute before it takes more than 16 ms and start dropping the UPS.
Thanks a lot for your answer, especially for the explanation. My take away from reading the wiki was just high numbers are bad, but now it has become clear how to interpret these numbers.
Re: Simple Questions and Short Answers
Posted: Sun Feb 08, 2026 9:23 pm
by kitters
Recently I had to account that if recycler spits the same item, it still is seen in the production statistic as produced.
Seems like now it isn't the case for some reason.
Tried to search game changes, was it
this fix?
Version: 2.0.20
Date: 18. 11. 2024
Bugfixes:
- Fixed quality increase of self-recycling recipes being reported incorrectly in production statistics. (
120132)
120132
Some vague description, can't tell for sure.
And it's seems like more recent change than 11.2024 for me, but I'm not sure.