Shattered Planet Platorm causes Other Platforms to take damage?
Posted: Sat Sep 20, 2025 8:58 pm
I have done thousands of hours of testing, and I find that this issue still lingers months after SA was release, and apparently I am the only one noticing it.
Example, my Promethium platform has taken zero damage in over 50 hours, but once I get my shattered planet platform moving, suddenly, the Promethium platform starts to take damage. This makes no sense. I have brought this up on the official discord and the only answer I got was asteroid RNG can screw you over, which is most assuredly a BUG and it is on WUBE to address and fix this. It is a shame that the final and most robust challenge of the game is marred by asteroid and targeting inconsistency. Factorio and Space Age have both been on point in terms of mathematics, formulas and calculations, and I have always been able to rely on my engineering experience and math as a fail safe, until this. Wube, please fix this. There is no reason other than oversight or laziness that this bug remains. I honestly feel it could be a targeting issue, and the game simply cannot handle the amount of data being processed in real time and that is what causes this. Which again, points to a programming or coding flaw.
Example, my Promethium platform has taken zero damage in over 50 hours, but once I get my shattered planet platform moving, suddenly, the Promethium platform starts to take damage. This makes no sense. I have brought this up on the official discord and the only answer I got was asteroid RNG can screw you over, which is most assuredly a BUG and it is on WUBE to address and fix this. It is a shame that the final and most robust challenge of the game is marred by asteroid and targeting inconsistency. Factorio and Space Age have both been on point in terms of mathematics, formulas and calculations, and I have always been able to rely on my engineering experience and math as a fail safe, until this. Wube, please fix this. There is no reason other than oversight or laziness that this bug remains. I honestly feel it could be a targeting issue, and the game simply cannot handle the amount of data being processed in real time and that is what causes this. Which again, points to a programming or coding flaw.