Search found 125 matches

by crimsonarmy
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 ...
by crimsonarmy
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 ...
by crimsonarmy
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 ...
by crimsonarmy
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.
by crimsonarmy
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.
by crimsonarmy
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.
by crimsonarmy
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 ...
by crimsonarmy
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 ...
by crimsonarmy
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 ...
by crimsonarmy
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.
by crimsonarmy
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)

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.
Well now I know what mod I am trying next.
by crimsonarmy
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 ...
by crimsonarmy
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 ...
by crimsonarmy
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 ...
by crimsonarmy
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

09-01-2025, 12-29-25.png
09-01-2025, 12-29-25.png (1.07 MiB) Viewed 572 times
(if anyone is wondering it researched in under a frame)
by crimsonarmy
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 ...
by crimsonarmy
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.
by crimsonarmy
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 ...
by crimsonarmy
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 ...

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