Search found 15 matches
- Mon Jul 07, 2025 5:00 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 24
- Views: 7441
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Yeah why ? just harvest all your legendary seed and let the fruits spoil because you only needed basic quality.
Why am I even... *sigh* OK, I'll explain this.
You don't need basic quality. ~Duh~. If you are using the quality system to try and get higher quality fruits in the first place, that ...
- Mon Jul 07, 2025 5:11 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 24
- Views: 7441
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Yeah otherwise how do you know which trees is legendary and which tree is a normal tree if you do not control properly the agricultural tower ?
You don't need to know. Why are you even thinking that you would?
Picture this:
******* First Harvest *******
- I pull in a crop of common quality ...
- Mon Jul 07, 2025 12:43 am
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 17
- Views: 2110
Re: Uranium and ammo shipping too expensive
Your argument, taken to its logical conclusion, <snip>
No. You are not taking the argument taken to its logical conclusion. You are taking it to its maximized conclusion. Completely failing to analyze it with the obviously implied "within reason" clause that such arguments should always be ...
- Sun Jul 06, 2025 7:25 pm
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 17
- Views: 2110
Re: Uranium and ammo shipping too expensive
For example, the only reason that I didn't use uranium shells to kill my first few demolishers was because I made the mistake of bringing explosive ones instead of the super-high-penetration normal ones when I first made the trip, and I didn't want to bother sending my platform back to get them ...
- Sun Jul 06, 2025 6:52 pm
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 17
- Views: 2110
Re: Uranium and ammo shipping too expensive
Without the restrictions on uranium export it would be the best power source on any surface with water
Patently false.
Heaters on Gleba are exactly as powerful as nuclear reactors, and even more efficient with the ability to burn and run on almost literally anything , including all the extra ...
- Sun Jul 06, 2025 11:32 am
- Forum: Balancing
- Topic: Uranium and ammo shipping too expensive
- Replies: 17
- Views: 2110
Re: Uranium and ammo shipping too expensive
And as an extra bonus, if you set the target priority of the rockets to ignore small asteroids, you won't waste them as you let the gun turrets take care of them.
Indeed, as previous poster says, rocket turrets should be set to destroy medium and big asteroids only, ignore small ones, that way ...
Indeed, as previous poster says, rocket turrets should be set to destroy medium and big asteroids only, ignore small ones, that way ...
- Sun Jul 06, 2025 8:50 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 24
- Views: 7441
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
That is already the case currently.
A sligthly higher return on quality fruits from quality seed would not be a positive i think. It wouldn't simplify the system players have to make to create quality spoilables, they would still have to deal with all the different levels, just in sligthly more ...
- Fri Jul 04, 2025 5:01 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 24
- Views: 7441
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
How's this for a fix to the "Infinite Quality Stuffs" objection?
Unlike using quality ingredients in quality recipes, quality seeds would not guarantee quality fruit. Just make it more probable. So, for example, if you plant some Epic (purple) quality seeds, the fruit yielded will have a high ...
Unlike using quality ingredients in quality recipes, quality seeds would not guarantee quality fruit. Just make it more probable. So, for example, if you plant some Epic (purple) quality seeds, the fruit yielded will have a high ...
- Mon Jun 30, 2025 4:17 am
- Forum: Gameplay Help
- Topic: Re-Inserting Modules Automatically
- Replies: 6
- Views: 558
Re: Re-Inserting Modules Automatically
Roger Roger. *Imagine a thumbs-up emoji here that I wish this forum had, but it doesn'tmmmPI wrote: Mon Jun 30, 2025 1:42 am Sorry i tought there was something that wasn't working properly, congratulations then.

- Sun Jun 29, 2025 8:25 pm
- Forum: Gameplay Help
- Topic: Re-Inserting Modules Automatically
- Replies: 6
- Views: 558
Re: Re-Inserting Modules Automatically
I'm not seeing it because there's no blueprint, an example of something that doesn't work while using a method that isn't available can be transformed into something that works hopefully, help can be procured. But if you want to use a method that is not in the game, not in any particular context ...
- Sun Jun 29, 2025 7:06 pm
- Forum: Gameplay Help
- Topic: Re-Inserting Modules Automatically
- Replies: 6
- Views: 558
Re: Re-Inserting Modules Automatically
No. Instead, the Production Module is simply gone (back into the hub, I presume), and you must manually re-insert it every time this happens. Obviously, this is a problem.
I think the obvious problem is on the design that put receipe on crusher that have module not allowed for the recipe ...
- Sun Jun 29, 2025 5:42 pm
- Forum: Gameplay Help
- Topic: Re-Inserting Modules Automatically
- Replies: 6
- Views: 558
Re-Inserting Modules Automatically
OK, so here's the problem:
On my spaceship, I have made a circuit network to control the current recipe of my crushers, and my disposal shoot inserter. It works well, making sure that the hub doesn't get clogged with some resources, and that the crushers switch to the right recipes to prioritize ...
On my spaceship, I have made a circuit network to control the current recipe of my crushers, and my disposal shoot inserter. It works well, making sure that the hub doesn't get clogged with some resources, and that the crushers switch to the right recipes to prioritize ...
- Sat Jun 28, 2025 8:49 am
- Forum: Gameplay Help
- Topic: Specifying Order of Operations in Decider Combinators
- Replies: 7
- Views: 425
Re: Specifying Order of Operations in Decider Combinators
Enthuasiam for new proposition is always nice to see, sometimes you think you have a great idea, and it's true, but it also happenss that other players had the same idea too, so there's a step you can do before posting a suggestion is looking at the existing suggestions.
Everyone thinks their way ...
Everyone thinks their way ...
- Sat Jun 28, 2025 12:00 am
- Forum: Gameplay Help
- Topic: Specifying Order of Operations in Decider Combinators
- Replies: 7
- Views: 425
Re: Specifying Order of Operations in Decider Combinators
Yeah, the decider syntax is extremely limited and so this is the only way to do it in a single decider. Every boolean expression is doable but all the "OR"s have to be factored out. The order of operations cannot be specified because all "OR" branches happen in parallel in the same tick. Sometimes ...
- Fri Jun 27, 2025 5:51 pm
- Forum: Gameplay Help
- Topic: Specifying Order of Operations in Decider Combinators
- Replies: 7
- Views: 425
Specifying Order of Operations in Decider Combinators
So, I have a problem that feels ~reeeeeealy~ stupid. Like it is impossible that there isn't a way make the interface do what I want to do. It's such a stupidly simple, basic, standard, and obviously needed feature, that there is NO WAY that the devs didn't include it... Yet, as far as I can tell, it ...