Search found 89 matches

by h.q.droid
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 ...
by h.q.droid
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.
by h.q.droid
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 ...
by h.q.droid
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.
by h.q.droid
Fri May 30, 2025 2:54 pm
Forum: Releases
Topic: Version 2.0.53
Replies: 7
Views: 3286

Re: Version 2.0.53

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.
Oops. I updated to 2.0.53. Will it corrupt my save?
by h.q.droid
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.
by h.q.droid
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 ...
by h.q.droid
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 ...
by h.q.droid
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 ...
by h.q.droid
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.
by h.q.droid
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 ...
by h.q.droid
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 ...
by h.q.droid
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 ...
by h.q.droid
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 ...
by h.q.droid
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.
by h.q.droid
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 ...
by h.q.droid
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 ...
by h.q.droid
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 ...
by h.q.droid
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 ...
by h.q.droid
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 ...

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