Search found 125 matches
- Sun Sep 21, 2025 8:12 pm
- Forum: Balancing
- Topic: Moving Green Belts to Gleba
- Replies: 4
- Views: 695
Re: Moving Green Belts to Gleba
I think the issue is that thematically stack inserters fit better with Vulcanus and green belts better with Gleba, but Gleba's biggest draw (from a gameplay perspective) is that it has the best rewards of the inner planets: biolabs, stack inserters, prod 3, epic quality, etc. Just moving turbo belts ...
- Sun Sep 21, 2025 4:34 pm
- Forum: Balancing
- Topic: Scale Roboport Supply Area and Construction Area with quality
- Replies: 9
- Views: 881
Re: Make roboport areas scale with quality
This is not a good idea, since it can break set ups that rely on the logistics area being a specific size. It would turn higher quality roboports from being a simple drop in replacement to one where you have to adjust the build to make sure that areas that are supposed to be disconnected stay that ...
- Mon Sep 15, 2025 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Bot Exclusion Zones
- Replies: 30
- Views: 28304
Re: No Fly Zone's for Robots
Rseding91 mentioned in another post on something similar that this won't happen for performance reasons.
Would be a better solution to force bots to follow roboports during travel? Like if there is a port nearby then that area is considered safe and being allowed for bots to fly over. In other ...
Would be a better solution to force bots to follow roboports during travel? Like if there is a port nearby then that area is considered safe and being allowed for bots to fly over. In other ...
- Thu Sep 11, 2025 2:27 pm
- Forum: Gameplay Help
- Topic: Quality seeds
- Replies: 3
- Views: 608
Re: Quality seeds
The only use I could find is making quality soil to slightly improve biter egg upcycling.
- Mon Sep 08, 2025 3:11 pm
- Forum: Not a bug
- Topic: [2.0.66] Quality artillery not firing
- Replies: 5
- Views: 451
Re: [2.0.66] Quality artillery not firing
Thanks for the explanation.
- Mon Sep 08, 2025 12:51 pm
- Forum: Not a bug
- Topic: [2.0.66] Quality artillery not firing
- Replies: 5
- Views: 451
Re: [2.0.66] Quality artillery not firing
Attached are the save file along with a recording. Something about the reproduction steps I sent is probably wrong.
- Sun Sep 07, 2025 11:46 pm
- Forum: Not a bug
- Topic: [2.0.66] Quality artillery not firing
- Replies: 5
- Views: 451
[2.0.66] Quality artillery not firing
On a legendary quality artillery turret running out of ammo and being refilled by an inserter it is unable to auto-target a worm outside of normal artillery range until fired manually. It appears to happen consistently.
Steps to reproduce:
1. Place a legendary artillery turret with a two worms ...
Steps to reproduce:
1. Place a legendary artillery turret with a two worms ...
- Fri Sep 05, 2025 11:10 am
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1308
Re: Demolisher sizes as weapon tech gates
I like the idea, but the way to implement it seems lacking.
I agree it’s not very clean. The problem is that unlike the space platform, the engineer has access to every damage type since Nauvis. So it’s impossible to simply lock things behind damage types the way asteroids do it.
I think ...
- Thu Sep 04, 2025 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Speaker, stations, and more, to not "activate" until everything they are connected via circuit is build
- Replies: 1
- Views: 321
Re: Speaker, stations, and more, to not "activate" until everything they are connected via circuit is build
So the whole point i try to make: if something we place a ghost (blueprint let's say), was constructed, but, it is connected to a circuit network, or needs modules, said building to not actually work until everything was constructed. For the trains it's a bit complicated since it's to much to add ...
- Thu Sep 04, 2025 9:45 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1308
Re: Demolisher sizes as weapon tech gates
I like the idea, but the way to implement it seems lacking.
- Thu Sep 04, 2025 10:56 am
- Forum: Ideas and Suggestions
- Topic: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)
- Replies: 4
- Views: 420
Re: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)
Well now I know what mod I am trying next.eugenekay wrote: Wed Sep 03, 2025 9:12 pm Edit: I do actually like the idea of having externally crafted Rocket Parts with Planet specific recipes, but that is probably best as a Mod.
- Wed Sep 03, 2025 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)
- Replies: 4
- Views: 420
Re: Differentiating Rocket Construction Inputs and Payload (Blue Circuits Issue)
Inserter override/flag: Inserters get an option to choose whether they feed into the construction interface or the payload inventory.
Rocket parts: The silo requires crafted rocket construction parts instead of raw blue circuits. These parts are produced in factories from several components ...
- Tue Sep 02, 2025 9:54 pm
- Forum: General discussion
- Topic: it's been almost a year, can we please get more?
- Replies: 3
- Views: 839
Re: it's been almost a year, can we please get more?
I don't get it. Why is rocks such a no no? is it because we can use the space ship to build concretes? the fondation is not even good to craft on Aquilo exactly because you waste more resources to get rocks there and then the fondations...
All your other things are random complaints where the ...
- Mon Sep 01, 2025 9:17 pm
- Forum: Ideas and Suggestions
- Topic: Add an infinite technology to increase Cargo Landing Pad limit
- Replies: 21
- Views: 2070
Re: Add an infinite technology to increase Cargo Landing Pad limit
You still ignore that chests can give maximum throughput.
Um... no they can't. Unloading the landing pad into chests only allows you to have two inserters on each chest, which means the throughput is ultimately still constrained by the inserter unloading from the chest onto the belt. It is ...
- Mon Sep 01, 2025 8:35 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Silo animations should be influenced by speed modules
- Replies: 3
- Views: 387
Re: [Space Age] Silo animations should be influenced by speed modules
There is already a topic on this 128837
- Mon Sep 01, 2025 4:31 pm
- Forum: General discussion
- Topic: This last tech is really hard
- Replies: 1
- Views: 572
This last tech is really hard
(if anyone is wondering it researched in under a frame)
- Mon Sep 01, 2025 11:34 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33954
Re: Ban quality modules from asteroid crushers
But anyways, I've seen a lot of people make the mistake dismissing craft-recycle loops with the thought "reprocessing gives you 80% of your inputs back, and the recycler gives 25% back" and fail to realize the other aspects make up the difference.
This is the primary misconception. For anyone ...
- Mon Sep 01, 2025 11:25 am
- Forum: Off topic
- Topic: Do you ever wonder if you are the bad guys ?
- Replies: 18
- Views: 5288
Re: Do you ever wonder if you are the bad guys ?
Having just completed two genocides to improve UPS, I'm starting to think that the factory growing is not what's best for everyone.
- Sun Aug 31, 2025 8:32 pm
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 33954
Re: Ban quality modules from asteroid crushers
Well, I’ve just been waiting to hear this. Goodbye coal, we’ve talked it completely to death, and it was never the most important to begin with. Grenades are really not the best representative of upcycling as a whole anyway, some of the real best recipes have a lot more going on. Blue underground ...
- Sun Aug 31, 2025 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Bots: automatical side job, press button due to fps/ups (maybe)
- Replies: 5
- Views: 496
Re: Bots: automatical side job, press button due to fps/ups (maybe)
Vulcanus.... is actually a good exemple of a good planet.
Are you kidding :lol:
Vulcanus is the “rotten egg” of an otherwise really good expansion. All the other new planets are solid, and completely accomplish the task of expanding on the vanilla gameplay. You know, because it’s an ...