So, it's less that there is less waste, than each tier of refining unlocking new ore types, and more control for previous tiers. At least from What I recall.
Like, crushed sorting was, like, 4 crushed to 2 iron, 1 copper, 1 slag. But refine that, don't recall Whst into, and you can turn 4 refined ...
Search found 2186 matches
- Thu Apr 02, 2026 9:42 pm
- Forum: Mods
- Topic: At what point do you stop refining in Angel's?
- Replies: 1
- Views: 190
- Tue Mar 31, 2026 6:30 pm
- Forum: Ideas and Suggestions
- Topic: Swap splitter priority ui top and bottom
- Replies: 0
- Views: 160
Swap splitter priority ui top and bottom
TL;DR
Swap splitter priority ui top and bottom
What?
Switch the position of the input and output splitter priorities.
Splitter orig.png
Splitter.png
Why?
If a splitter faces north, the input is in the bottom, and the UI input is in the top. And the output on top, UI on bottom. But, the ...
Swap splitter priority ui top and bottom
What?
Switch the position of the input and output splitter priorities.
Splitter orig.png
Splitter.png
Why?
If a splitter faces north, the input is in the bottom, and the UI input is in the top. And the output on top, UI on bottom. But, the ...
- Sun Mar 01, 2026 1:12 am
- Forum: General discussion
- Topic: Is steel furnance used by anyone?
- Replies: 14
- Views: 1870
Re: Is steel furnance used by anyone?
I can't imagine not using steel furnaces. Yes, Electric furnaces, once you get them up and running, outperform them in many ways. However, steel furnaces, you can make way earlier, and can just upgrade your entire forge inplace, along with turning the belts from yellow to red, and instantly double ...
- Sat Feb 07, 2026 1:20 am
- Forum: General discussion
- Topic: 3 gripes after 5000 hours
- Replies: 17
- Views: 3301
Re: 3 gripes after 5000 hours
I agree that the train default is suboptimal in some ways, but how is 5 seconds not long enough for you to react? Or are you just trying to tell the trains to stop? In that case, why not turn them to manual mode?
I suspect that, if you really wanted to, utilize a tank (assuming you can't read a ...
I suspect that, if you really wanted to, utilize a tank (assuming you can't read a ...
- Tue Oct 28, 2025 3:33 pm
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 33
- Views: 7128
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
I know how probabilities work, no need to be condescending by telling me that what i am seeing is not what i am seeing.
Given the ratio should be 1:1, it is likely that you have recycled a sufficiently huge quantity for the gamblers ruin varient (dunno the name) to have biased it in one ...
- Tue Oct 28, 2025 3:30 pm
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 33
- Views: 7128
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
I know how probabilities work, no need to be condescending by telling me that what i am seeing is not what i am seeing.
Given the ratio should be 1:1, it is likely that you have recycled a sufficiently huge quantity for the gamblers ruin varient (dunno the name) to have biased it in one ...
- Fri Oct 24, 2025 10:25 pm
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 33
- Views: 7128
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
There are a bunch of issues. The biggest is that we ALREADY had quality, in a sense, since that is literally the whole point of having T1-T3 assemblers or modules. But, the difference is that you have to use not just more resources, but different resources and longer chains.
The random nature isn't ...
The random nature isn't ...
- Fri Apr 18, 2025 5:23 pm
- Forum: Ideas and Requests For Mods
- Topic: Better Vehicle Control Scheme.
- Replies: 2
- Views: 1604
Better Vehicle Control Scheme.
The basic idea is to use the same cardinal controls as a player does. However, this isn't exactly straightforward, for several reasons.
The basic idea is that you capture the wasd input, and get a cardnal direction one of 8, and the car turns towards that direction and accelerates. If it is a ...
The basic idea is that you capture the wasd input, and get a cardnal direction one of 8, and the car turns towards that direction and accelerates. If it is a ...
- Sun Apr 13, 2025 4:39 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 6998
Re: Multiple Fluid Selector Circuitry
I 'think' you are correct, i'm not 100% sure, i think it could happen a situation where "no fuel" is consumed, and suddenly 2 fluid at the same time reach 25K threshold and are available, which could have been avoided if one had been consumed before. I am not sure that is possible to happen ...
- Fri Apr 11, 2025 1:23 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 6998
Re: Multiple Fluid Selector Circuitry
Yep. That is the other problem.
But, well, if that happens in the first place, you aren't producing enough fuel of any type, so no matter what you do, power will run out regardless.
But, well, if that happens in the first place, you aren't producing enough fuel of any type, so no matter what you do, power will run out regardless.
- Thu Apr 10, 2025 4:07 pm
- Forum: Gameplay Help
- Topic: Multiple Fluid Selector Circuitry
- Replies: 33
- Views: 6998
Re: Multiple Fluid Selector Circuitry
Currently, I am using the idea from a design from the discord
Each fluid fills a tank and an sr latch opens the pump at 25k and closes below 1k. Ensures it floods the system whenever a fluid caps out, but shuts when little is left.
Aside from no prioritization between fluid types it seems to ...
Each fluid fills a tank and an sr latch opens the pump at 25k and closes below 1k. Ensures it floods the system whenever a fluid caps out, but shuts when little is left.
Aside from no prioritization between fluid types it seems to ...
- Sat Mar 22, 2025 4:32 am
- Forum: General discussion
- Topic: Agricultual Science Pack
- Replies: 32
- Views: 7615
Re: Agricultual Science Pack
Or at least add a leeway, where you have the top 20% or something during which it gives full yield.
- Thu Dec 26, 2024 2:51 am
- Forum: General discussion
- Topic: Kessel run in less than 12 parsecs
- Replies: 6
- Views: 2867
Re: Kessel run in less than 12 parsecs
Normal Quality only.
No more than twice the height as width.
No infinite researches.
Also no importants. Or at least no ammo imports, because nuclear.
Maybe use rule, must manufacture everything on ship, timer starts when asteroid collecters are activated (force disable until ready to start timer)
No more than twice the height as width.
No infinite researches.
Also no importants. Or at least no ammo imports, because nuclear.
Maybe use rule, must manufacture everything on ship, timer starts when asteroid collecters are activated (force disable until ready to start timer)
- Mon Nov 25, 2024 2:20 am
- Forum: Ideas and Suggestions
- Topic: Have quality seeds grow quality plants
- Replies: 21
- Views: 10746
Re: Quality Fruit From Quality Seeds
Or make quality seeds just grow faster, can be simplified to plants start with a certain amount of growth already based on quality. (To match the 30% bonus per tier, it would be uncommon -> legendary as skipping these amount of growth progress: 23/37.5/48/60)
O_O I like that. Along side a faster ...
- Sun Nov 24, 2024 7:28 pm
- Forum: Ideas and Suggestions
- Topic: Have quality seeds grow quality plants
- Replies: 21
- Views: 10746
Re: Quality Fruit From Quality Seeds
Could make it so that the yield partly benefits. Like legendary seeds yield normal fruit, but though a 100% quality boost so 90% uncommon, 9% rare, etc.
25% boost per quality tier.
25% boost per quality tier.
- Tue Nov 19, 2024 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Hover highlight Agritowers, Cultivation Count
- Replies: 1
- Views: 816
Hover highlight Agritowers, Cultivation Count
TL;DR
When you have an agri tower selected, or hover over it, enable the agricultural overlay for all agritowers. Additionally, show how many farm plots are covered.
What?
When hovering over an agri tower, or have one in your hand, show the same overlay covering all currently placed agritowers ...
When you have an agri tower selected, or hover over it, enable the agricultural overlay for all agritowers. Additionally, show how many farm plots are covered.
What?
When hovering over an agri tower, or have one in your hand, show the same overlay covering all currently placed agritowers ...
- Tue Nov 19, 2024 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Force Stack Inserter Filter (Whitelist)
- Replies: 0
- Views: 494
Force Stack Inserter Filter (Whitelist)
TL;DR
Make stack inserters locked to a single whitelist.
What?
When you place a stack inserter, it is set to filter, with whitelist, and a single slot. You cannot change this setting.
Why?
Stack inserters always require a full stack of a single item to place it on a belt. As this is not ...
Make stack inserters locked to a single whitelist.
What?
When you place a stack inserter, it is set to filter, with whitelist, and a single slot. You cannot change this setting.
Why?
Stack inserters always require a full stack of a single item to place it on a belt. As this is not ...
- Sun Nov 17, 2024 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 74417
Re: Ability to craft lower quality with higher quality
Sounds about right. Same way productivity is the same, however you distribute it. Except in the costs of the modules themselves, so certain steps are better.
- Sat Nov 16, 2024 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 74417
Re: Ability to craft lower quality with higher quality
Hmm. If quality was unlocked only on fulgora, then since you get the recycler there you have the built in void option. Honestly, given the surprise 500 science price, it feels like it was intended to have an extra prerequisite anyway, and putting it on fulgora makes sense.
If it was unlocked on ...
If it was unlocked on ...
- Wed Nov 13, 2024 4:32 am
- Forum: Balancing
- Topic: [2.0.13] Ice levels in Nauvis orbit too low
- Replies: 9
- Views: 9307
Re: [2.0.13] Ice levels in Nauvis orbit too low
Send water barrels into orbit. But really, you get enough ice to start moving, and the ice picks up fast enough once you do.