In the endgame, for players who like to use maximum speed beacons and productivity modules, this issue impacts almost every building that uses liquid inputs/outputs.
I'd also add that the fluid system makes it really difficult to control speed on very large space platforms. I've found it to be a ...
Search found 6 matches
- Mon Apr 14, 2025 8:35 pm
- Forum: Assigned
- Topic: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
- Replies: 11
- Views: 4872
- Mon Apr 07, 2025 3:26 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 19
- Views: 8073
Re: Set requests for space platform hub via circuit signals
To be clear, I don't think the contents of circuit networks on different surfaces need to be linkable via radar. I just think we should be able to set a space platform hub's requests via circuit, not just manually.
Right now, I have to jump through some crazy hoops to create promethium science on a ...
Right now, I have to jump through some crazy hoops to create promethium science on a ...
- Mon Apr 07, 2025 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 19
- Views: 8073
Re: Set requests for space platform hub via circuit signals
I really wish we could do this, mostly for handling biter egg requests on my promethium platform... But there would be so many other uses for it.
I don't see why circuit network communications between a platform and the planetary surface would be problematic. The whole point is that there's no ...
I don't see why circuit network communications between a platform and the planetary surface would be problematic. The whole point is that there's no ...
- Fri Mar 15, 2024 2:18 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 50403
Re: Friday Facts #402 - Lightspeed circuits
Now make the foundry animation go faaaasssttt too ;)
I hadn't thought about it, but I suppose for many buildings (especially the foundry with its pouring of liquids), the animation shouldn't be sped up past a certain point. Otherwise, it'd look ridiculous.
Foundry animation running at 26x ...
- Fri Mar 15, 2024 2:15 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 50403
Re: Friday Facts #402 - Lightspeed circuits
The engineer digging might be related to hostile fauna activity. Maybe digging moats or trenches to make perimeter defense more effective?
Engineer will be making initial landfall on new planets with EXTREMELY limited supplies. Roboport networks may not be possible until some infrastructure is ...
Engineer will be making initial landfall on new planets with EXTREMELY limited supplies. Roboport networks may not be possible until some infrastructure is ...
- Tue Jan 16, 2024 4:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Freeze at specific time
- Replies: 12
- Views: 49173
Re: [1.1.87] Freeze at specific time
I just realized that I'm going to hit this limit pretty soon... Rather than try to build a 10k SPM base that runs at 60 UPS, I've built up a 1.35k SPM base (half a lane of a blue belt of each science pack) that runs at the highest UPS I can manage. I've gotten it stable at roughly 600 UPS.
I leave ...
I leave ...