Search found 363 matches
- Wed Mar 18, 2026 6:03 pm
- Forum: Ideas and Suggestions
- Topic: Increase Cargo Landing Pad Throughput
- Replies: 12
- Views: 4035
Re: Increase Cargo Landing Pad Throughput
Here's a use of bots that I've seen satisfy a few people with this kind of complaint.
Use bots just for the sole purpose of 'expanding' the landing pad into a larger complex.
E.g. rather than have the cargo landing pad connected to a wider logistics network, you put it in its own separate, small ...
- Wed Mar 11, 2026 8:46 am
- Forum: Balancing
- Topic: Idea for balancing crushers
- Replies: 28
- Views: 2818
Re: Idea for balancing crushers
Agreed, it was unclear / wrong and unrelated to the specific proposition from this thead on which you haven't even expressed an opinion.
Well, maybe not explicitly, but I would say it’s fairly obvious that I do support it.
i underlined the part that i feel is incorrect, to make it clear what ...
- Tue Mar 10, 2026 9:19 pm
- Forum: Balancing
- Topic: Idea for balancing crushers
- Replies: 28
- Views: 2818
Re: Idea for balancing crushers
What you said again is still wrong imo, it doesn't sound like a misrememberance. Things that contain holmium can't be obtained from space casino nor tungsten, that's what was pointed out because you seemed unaware space casino can't be used for everything and thus require players to use also ...
- Tue Mar 10, 2026 1:24 pm
- Forum: Balancing
- Topic: Idea for balancing crushers
- Replies: 28
- Views: 2818
Re: Idea for balancing crushers
I agree with the other 2 persons that expressed a different opinion than yours on this. You said there was no difference between non-space age item, and space age item, which was puzzling to me, as space casino can't be used for "space age item" that contain tungsten or holmium, so maybe you fee ...
- Tue Mar 10, 2026 7:38 am
- Forum: Balancing
- Topic: Idea for balancing crushers
- Replies: 28
- Views: 2818
Re: Idea for balancing crushers
Pro-tip : you can make 5 copies of the same platform once you figure out the logic. There you go easy scaling.
…
Making an upcycling platform, whatever the tech used, means you can easily scale it, maybe not efficiently, but easily.
By “easy” I don’t mean simple. I mean, I’ve been calling ...
- Mon Mar 09, 2026 6:51 am
- Forum: Balancing
- Topic: Idea for balancing crushers
- Replies: 28
- Views: 2818
Re: Idea for balancing crushers
No, the simplest is to just upcycle the minerals at the mines, that's the least complexity. It's much easier than space casino, and much more UPS efficient, just overall better in every aspect in late game once you have so much productivity level it trivialize the ressource cost. It just can't be ...
- Sun Mar 08, 2026 7:09 pm
- Forum: Balancing
- Topic: Idea for balancing crushers
- Replies: 28
- Views: 2818
Re: Idea for balancing crushers
Sorry but I do not see what is complex in brute force upcycling. All you need is upcyclers(EM plant, AM3, biochamber), recyclers, provider chests, request chests, bots. Repeat for intermediate quality levels. Bots do all sorting. As I said, blue science is more complex at the moment you get it ...
- Sat Mar 07, 2026 7:39 pm
- Forum: Balancing
- Topic: Idea for balancing crushers
- Replies: 28
- Views: 2818
Re: Idea for balancing crushers
Direct upcycling of iron/copper plates is complex? Just assemble and disassemble copper cables and iron gears. Even blue science pack is more complex. I doubt that anyone care about complexity. Main question is about resource efficiency. But copper, iron, plastic are infinite. Both in space and on ...
- Sat Mar 07, 2026 12:33 pm
- Forum: Balancing
- Topic: Idea for balancing crushers
- Replies: 28
- Views: 2818
Re: Idea for balancing crushers
Interesting, when anti space casinos guys will realize that legendary copper, iron, plastic, etc are not problem at all with any method. Main shortage for legendary is holmium, tungsten, etc. Unique resources that are absent in space. Stop tilting at windmills and focus on real problems.
I don ...
- Sat Feb 28, 2026 12:31 pm
- Forum: Ideas and Suggestions
- Topic: Change Personal Robotport toggle to range slider
- Replies: 1
- Views: 191
Re: Change Personal Robotport toggle to range slider
Simple but very useful. +1 from me. Would go very well with a similar suggestion I’ve seen to give exoskeletons a speed slider instead of a toggle. Though I could only really appreciate them if they also worked on spidertrons. Those are always the main users of equipment in my games.
- Wed Feb 18, 2026 10:17 am
- Forum: Ideas and Suggestions
- Topic: Train's to start with fuel (similar to burner insertor)
- Replies: 1
- Views: 268
Re: Train's to start with fuel (similar to burner insertor)
You can blueprint trains to have fuel placed into them as soon as they’re built. Place ghost fuel in the slot, then blueprint the train, and check the “vehicle fuel” box. Whenever you put that blueprint down, construction robots will immediately place your desired fuel into the slot.
- Sun Feb 08, 2026 9:50 am
- Forum: Ideas and Suggestions
- Topic: Biochamber circuit rocket fuel recipe default to jelly version
- Replies: 3
- Views: 425
Re: Biochamber circuit rocket fuel recipe default to jelly version
If I send it a plastic signal, it picks the bioplastic recipe which uses mash and flux. It doesn't pick the chemical plant recipe which uses coal and petro gas. This is inconsistent and unexpected.
This is because the biochamber can’t craft the vanilla plastic recipe. If it could, it would also ...
- Wed Dec 17, 2025 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance to make ships with paths and rooms
- Replies: 3
- Views: 656
Re: Maintenance to make ships with paths and rooms
There’s a reason they’re called space “platforms” and not space “ships”. They’re not really meant to be anything like traditional scifi spaceships, but rather factories with thrusters. They don’t even have a traditional hull, unless you place some stone walls and pretend they are one.
- Thu Nov 27, 2025 7:47 am
- Forum: Ideas and Suggestions
- Topic: Diminishing returns based on module count instead of beacon count?
- Replies: 3
- Views: 538
Re: Diminishing returns based on module count instead of beacon count?
To me this sounds like behavior optimized for performance. But I’m not sure, maybe I’m wrong.
- Thu Nov 20, 2025 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Snapper in space
- Replies: 6
- Views: 856
Re: Snapper in space
It's not difficult to imagine it in the form of fantasy.
But many biologists will argue with you, there are a lot of rules and laws of compounds in chemistry and biology that will not allow such a thing to appear.
But in general, it seems to me that within the framework of optimization it is wiser ...
- Wed Nov 19, 2025 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 2003
Re: Craft solid fuel in the biochamber
It very much depend what you consider consistency,
Ah, I was referring to consistency with other Space Age machines that craft vanilla recipes. When multiple vanilla recipes of the same type are in a clear chain, the machine is generally able to craft the entire chain. Here are some examples ...
- Wed Nov 19, 2025 8:23 am
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 2003
Re: Craft solid fuel in the biochamber
I understand you say now the suggestion has nothing to do with the other players, but if you are going to bump the thread again you should probably consider wether or not the suggestion has any sense for those other players beyond your personnal appreciation of consistency :twisted: .
I thought ...
- Tue Nov 18, 2025 3:12 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 2003
Re: Craft solid fuel in the biochamber
I read your words about using biochambers for the vanilla rocket fuel recipe on Nauvis, it's a big waste of nutrient to use that on Nauvis imo, because oil is infinite there, so i personnally don't think it's tempting to try and boost the productivity, and in Vulcanus it's even worse, because you ...
- Mon Nov 17, 2025 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 2003
Re: Craft solid fuel in the biochamber
Really ? i don't remember that, i think the jellynut=> rocket fuel is older than their ability to crack oil.
I mean the vanilla rocket fuel recipe. The biochamber can do it with extra speed, productivity, and a more interesting design. And I think that answers your other question as well ...
- Sun Nov 16, 2025 10:13 pm
- Forum: Ideas and Suggestions
- Topic: Craft solid fuel in the biochamber
- Replies: 16
- Views: 2003
Re: Craft solid fuel in the biochamber
I don’t think it’s against the rules to bump my own suggestion just once, right? The board has been kind of quiet lately, and I’ve always had the feeling that this post of mine was just posted at an unlucky time and got buried by other activity. Maybe it will be seen more now.
Edit: I was ...
Edit: I was ...