Search found 6 matches
- Wed Oct 08, 2025 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Add concrete to Upgrade Planner
- Replies: 41
- Views: 15087
- Mon Oct 06, 2025 9:48 pm
- Forum: General discussion
- Topic: The Kids have won.
- Replies: 21
- Views: 2825
Re: The Kids have won.
Not sure if troll or just seriously nitpicky, but realistically what additional benefit or challenge is there to having to juggle multiple outputs before you can unlock the cracking research? Just force some additional busywork of adding a bunch of extra tank buffers? What interesting gameplay ...
- Mon Oct 06, 2025 9:41 pm
- Forum: Ideas and Suggestions
- Topic: When mining drills run out of expected resources, they should mark themselves for deletion
- Replies: 26
- Views: 12414
Re: Miner: empty signal = deconstruction, why is it still not implemented?
As many people keep requesting as well as mods showin it's possible, when a miner is empty, how about chaing in the code, script, whatever it's called, that inseted of showing that red signal that is empty, to auto mark itself for deconstruction.
+1. While I was initially pleasantly surprised ...
- Thu Sep 25, 2025 9:42 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2527
Re: Let's talk train design
Hmm. You are right. It is not straightforward that it does not work for loading. -> I think it can be made that way, that it does not have to empty, so it "remember" what to load and unload all the time, because the cargo is not empty. "I got oil, okay I start to unload it. I am almost empty, time ...
- Wed Sep 24, 2025 9:10 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2527
Re: Let's talk train design
Nooby question but is the reason why you'd need/want something more complex than the standard "bag of trains" interrupt-based approach described in the FFF just around not needing to make as many trains? I've been using that for a bit and haven't really ramped up too much but I did notice that it ...
- Wed Sep 24, 2025 2:24 am
- Forum: Bug Reports
- Topic: [2.0.55][switch] Unable to "flip" blueprints or buildings using the displayed controller bindings
- Replies: 0
- Views: 270
[2.0.55][switch] Unable to "flip" blueprints or buildings using the displayed controller bindings
On the Nintendo Switch version, the "flip" actions (normally H or V on the PC version; ZL+DpadL or ZL+DpadR on this version) cannot be triggered.
Steps:
1. Place down any "flippable" object, e.g. an oil refinery or a blueprint
2. When the object is selected, a list of actions and their ...
Steps:
1. Place down any "flippable" object, e.g. an oil refinery or a blueprint
2. When the object is selected, a list of actions and their ...