Search found 89 matches
- Tue Jun 10, 2025 3:58 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 90
- Views: 8023
Re: How to upcycle?
Isn't that the case for every planet except Aquilo that mining bonus solve everything ?
Fulgora is another exception as mining bonus can actually be detrimental to designs that can't destroy byproducts fast enough.
I've been doing legendary science lately and also got excited with quality ...
- Sat Jun 07, 2025 4:02 am
- Forum: Ideas and Suggestions
- Topic: Allow to set turret filters per groups/properties
- Replies: 2
- Views: 328
Re: Allow to set turret filters per groups/properties
Second that. Maybe they can use the existing request group mechanism? It already allows arbitrary signals and should be directly usable as a turret filter. Using a request group would also allow const combinators to output filter groups as signals.
- Mon Jun 02, 2025 12:29 pm
- Forum: General discussion
- Topic: Show your late-game hoards
- Replies: 0
- Views: 461
Show your late-game hoards
What's in your Nauvis logistics storage after hundreds of hours of play? Here is mine:
https://i.ibb.co/tP897f1W/Screenshot-from-2025-06-02-20-06-20.png
- I had a blue chip upcycler dumping into a tank belt, which resulted in all the legendary green chips when dismantled.
- I overproduced some ...
https://i.ibb.co/tP897f1W/Screenshot-from-2025-06-02-20-06-20.png
- I had a blue chip upcycler dumping into a tank belt, which resulted in all the legendary green chips when dismantled.
- I overproduced some ...
- Sun Jun 01, 2025 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Stone bricks in the biochamber
- Replies: 4
- Views: 383
Re: Stone bricks in the biochamber
Maybe instead of smelting stones, they should convert nutrient + wood into bricks. Thematically it's the high fiber food giving the inner pentapod a constipation.
- Fri May 30, 2025 2:54 pm
- Forum: Releases
- Topic: Version 2.0.53
- Replies: 7
- Views: 3286
Re: Version 2.0.53
Oops. I updated to 2.0.53. Will it corrupt my save?Sanqui wrote: Fri May 30, 2025 1:30 pm We have delisted 2.0.53 due to a failing consistency check, stay tuned for a 2.0.54 release.
- Wed May 28, 2025 10:10 pm
- Forum: Ideas and Suggestions
- Topic: Mech armor should extend reach
- Replies: 4
- Views: 299
Re: Mech armor should extend reach
The problem is you can't use bots to plant trees, upgrade / remove biter spawners, and it's very awkward when killing demolishers. Manual destruction of yellow chests is also much faster for a hoarder like me. These are niche but useful operations.
- Tue May 27, 2025 2:54 pm
- Forum: Show your Creations
- Topic: Cursed hub bot throughput trick
- Replies: 1
- Views: 473
Cursed hub bot throughput trick
Here is a PoC:
https://i.ibb.co/4RqnWFb5/Screenshot-from-2025-05-27-22-45-50.png
It's based on the observation that the hub unloads from its top-left corner, and tanks can have arbitrarily large inventory size. So I set up a tank belt where only the two leftmost tanks have roboport coverage, and ...
https://i.ibb.co/4RqnWFb5/Screenshot-from-2025-05-27-22-45-50.png
It's based on the observation that the hub unloads from its top-left corner, and tanks can have arbitrarily large inventory size. So I set up a tank belt where only the two leftmost tanks have roboport coverage, and ...
- Sun May 25, 2025 9:29 am
- Forum: Ideas and Suggestions
- Topic: Make Captive Biter Spawner upgrade automatable again
- Replies: 3
- Views: 360
Re: Make Captive Biter Spawner upgrade automatable again
but robot can still PLACE bitter spawn no ? and so then you just need to plan a "non legendary" bitter that will produce a "legendary" bitter spawn somewhere else and then delete old one.
Just tested. Now you can manually upgrade from inventory, or place new biter spawner ghosts. But you can't ...
- Mon May 19, 2025 8:49 am
- Forum: Ideas and Suggestions
- Topic: Tanks shouldn't bump into spidertrons following them
- Replies: 3
- Views: 343
Tanks shouldn't bump into spidertrons following them
Was trying to kill demolishers remotely when I encountered this issue. I imported a bunch of legendary uranium cannon shells and sent a tank with a spidertron for vision and river crossing. It didn't work out since while you can make the spidertron follow the tank with the spidertron remote, the ...
- Mon May 19, 2025 8:46 am
- Forum: Ideas and Suggestions
- Topic: Asteroids ought to have variable health to increase the value of incremental damage upgrades
- Replies: 3
- Views: 307
Re: Asteroids ought to have variable health to increase the value of incremental damage upgrades
Explosive rockets actually have the same issue though with a slightly smoother curve. The AoE damage is fixed so for instance Stronger Explosives 23 reduces the hits needed to kill normal bigs from 3 to 2, which is also a huge performance cliff for Promethium haulers.
- Mon May 19, 2025 4:45 am
- Forum: Balancing
- Topic: Biochamber pollution should scale with quality
- Replies: 5
- Views: 739
Re: Biochamber pollution should scale with quality
> That makes normal biochambers slightly better for pollution absorption purposes, since there will be less byproducts to deal with.
To be clear, the same happen for every other machine, they don't generate more pollution even if they craft item faster too.
The general design seems to be "good ...
- Sun May 18, 2025 1:16 pm
- Forum: General discussion
- Topic: Agri science spoilage is not fun, just annoying.
- Replies: 32
- Views: 3496
Re: Agri science spoilage is not fun, just annoying.
I think one detail for people disliking agri science spoilage is they may not have a way to deal with it when they started producing it. Fast ships require the calcite fuel recipes which need a heavy agri research (advanced asteroid processing) or having gone to Vulcanus. The science doesn't burn so ...
- Sun May 18, 2025 1:01 pm
- Forum: Balancing
- Topic: Biochamber pollution should scale with quality
- Replies: 5
- Views: 739
Re: Biochamber pollution should scale with quality
Pollution scale with energy consumption and so biochamber should absorb more pollution if you use speed module or production module. Other machine doesn't have an increase of power with better quality so I don't see why biochamber should have it.
Pollution is a dedicated parameter with its own ...
- Sun May 18, 2025 8:15 am
- Forum: Ideas and Suggestions
- Topic: Biochambers need a better lategame integration
- Replies: 4
- Views: 475
Re: Biochambers need a better lategame integration
I think the problem is more on oil products being less useful late game, than biochambers being bad. Biochamber productivity is crazy when producing oil / rocket fuel. But for all the hassle, what you get means little late game. Solid / rocket fuel are useless in space and abundant on all planets ...
- Sun May 18, 2025 2:49 am
- Forum: Ideas and Suggestions
- Topic: Make railguns not hit opened gates
- Replies: 2
- Views: 266
Re: Make railguns not hit opened gates
That's a really nice idea! A related issue is to make railguns stop hitting landmines / construction bots. I used them on Nauvis to out-range worms but I don't have anything to protect them in front.
- Sat May 17, 2025 3:10 pm
- Forum: Balancing
- Topic: Biochamber pollution should scale with quality
- Replies: 5
- Views: 739
Biochamber pollution should scale with quality
The negative pollution of biochambers currently doesn't seem to scale with quality (placed a normal and a legendary and saw their numbers are the same in tooltips). That makes normal biochambers slightly better for pollution absorption purposes, since there will be less byproducts to deal with ...
- Sat May 17, 2025 1:12 am
- Forum: Releases
- Topic: Version 2.0.50
- Replies: 4
- Views: 5239
Re: Version 2.0.50
Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars Instead of how much? Was it 100% before or did the turn rate get no bonus or so?
I think it had no bonus before. This creates a practical yet fun way to stop fully ...
- Fri May 16, 2025 7:04 am
- Forum: Ideas and Suggestions
- Topic: De-prioritize foreground trees when clicking something behind
- Replies: 0
- Views: 164
De-prioritize foreground trees when clicking something behind
When hovering over something behind a non-fruit tree, the game should select the thing behind by default. One can always chop that useless tree at its bottom. This problem is bigger on Gleba than Nauvis because there are more types of trees, and there are usually large empty spaces in agricultural ...
- Fri May 16, 2025 7:02 am
- Forum: Ideas and Suggestions
- Topic: Agriculture tower could use more detailed per-cell information
- Replies: 1
- Views: 169
Agriculture tower could use more detailed per-cell information
When placing an agriculture tower, each cell could display more information, like "natural soil" "cannot plant over rock" or "need artificial*1 + overgrowth*4". The words could be replaced with icons.
The current red-yellow-green highlight is uninformative and can be confusing to new players since ...
The current red-yellow-green highlight is uninformative and can be confusing to new players since ...
- Thu May 15, 2025 2:19 am
- Forum: Ideas and Suggestions
- Topic: Quality nutrient should prioritize input slot over fuel
- Replies: 3
- Views: 318
Re: Gleba QoL ideas
I would advise you to follow the rules and try to make 1 suggestion per thread because here for me it's a mix bag :
Good point. I'll remember that.
No opinion on this, there was already changed made around this that i understand, but i play the game so much i have less need for such ...