Search found 2171 matches
- Tue Nov 19, 2024 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Hover highlight Agritowers, Cultivation Count
- Replies: 0
- Views: 34
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. May...
- Tue Nov 19, 2024 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Force Stack Inserter Filter (Whitelist)
- Replies: 0
- Views: 32
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 smart, and ...
- Sun Nov 17, 2024 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
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: 143
- Views: 9565
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 fulg...
- Wed Nov 13, 2024 4:32 am
- Forum: Balancing
- Topic: [2.0.13] Ice levels in Nauvis orbit too low
- Replies: 9
- Views: 1466
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.
- Wed Nov 13, 2024 4:28 am
- Forum: Outdated/Not implemented
- Topic: Items held by the inserters shouldn't spoil.
- Replies: 7
- Views: 669
Re: Items held by the inserters shouldn't spoil.
Kinda like trying to use burner inserters for everything in that way. I think this is abusable though. Instead, if an inserter has something spoil while held, it places it in the target machine's trash slot, like when recipes are changed. Only for just now spoiled stuff, so it won't grab spoilage or...
- Thu Nov 07, 2024 1:55 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
My only concern with it is that it demands quality to handle quality. So you'd still have the starter stage of dumping all stuff of quality into a chest until you get the downbinners of quality which would let you streamline the process. With their idea, you can have all your surplus greens and blu...
- Wed Nov 06, 2024 10:01 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
Such an inline machine might be set to specifically downgrade to its own quality. So if it is uncommon anything drops to uncommon. Would prevent any settings from being required.
- Sun Nov 03, 2024 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
Dunno. I saw 1% quality vs 4% productivity and a 5% penalty and assumed it was only useful if you are already buffing quality everywhere universally, or shipping from another planet. I can justify it for green potions tho. But only because all components are immune to productivity. Or rather resista...
- Sun Nov 03, 2024 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
--snip Yea. That was the idea. Admittedly I think speed modules fall behind on their quality penalty as tier and quality improve, but using more beacons probably counters that. Massively janky and still probably easier to filter out and void the excess. Plus you have to be proactive in whatever log...
- Sun Nov 03, 2024 3:36 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 154
- Views: 31495
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
So a brick of gun turrets seems like the trivial solution. Set up a military assembly mall and was going to try everything, but a brick of 100 gun turrets with piercing ammo was the first solution that worked. Kinda anticlimactic and disappointing, because that this practically turret creeping. Hope...
- Sun Nov 03, 2024 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
Can quality modules be put in beacons? I just realized that you might be able to use that weird thing where inserters can add or remove modules from beacons.
Or speed modules, to cancel out the quality boost.
Still a complex solution, but it just occured to me lol.
Or speed modules, to cancel out the quality boost.
Still a complex solution, but it just occured to me lol.
- Sat Nov 02, 2024 3:33 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
I feel that this kind of change would trivialize the quality mechanics and make it OP. Even in ealy game, you would just end up putting quality module everywhere, keep only rare and have imediately a full mall of rare items, rare power amor, rare modules, etc. Quality is very powerful, but has trad...
- Thu Oct 31, 2024 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
-- Snip -- Actually, framed like that, I think that is a far better solution. Admittedly, it would not work for direct insertion still, but I can easily visualize a way to handle it, filter out what I need, accept the excess being downbinned. I now have no choice but to at least google search the c...
- Thu Oct 31, 2024 1:56 am
- Forum: Modding help
- Topic: Trying to intercept/get wasd input, for alternate car controls.
- Replies: 4
- Views: 318
Re: Trying to intercept/get wasd input, for alternate car controls.
Arrow or WASD. Doesn't matter. I just want to be able to change car controls to polar controls. Ideally it would work with wasd and arrow keys, just the same.
- Wed Oct 30, 2024 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
The calculation doesn't seem like it would be that bad, but eh maybe. I mean, you get the recipie level, say 1.5, and the flip a coin, and then run it like its 1 or 2 depending. Not likely to be particularly expensive but I dunno As for cheesing the system, you will always get better results by usin...
- Wed Oct 30, 2024 2:23 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
That will be mildly helpful, but without mixed quality recipes, will still easily result in jamming. You will just fill up with varying qualities, but for any recipie with multiple components, you still need a perfect match for a craft to occur. My idea is to allow any combination of raw materials, ...
- Wed Oct 30, 2024 12:50 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196435
Re: Friday Facts #375 - Quality
Drills are probably the most useful overall, but really, it follows the same logic as productivity modules, in that you want to module whatever uses the most raw materials per time unit. Also, that if you increase the quality of some type of materials, you have to stockpile the high grade components...
- Sat Oct 26, 2024 1:09 am
- Forum: Gameplay Help
- Topic: Assembler refuses quality ingredients
- Replies: 2
- Views: 253
Re: Assembler refuses quality ingredients
Correct. You have to set the assembler to a specific quality level, and give it all components of that level.
- Thu Oct 24, 2024 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 143
- Views: 9565
Re: Ability to craft lower quality with higher quality
Yea. I kinda thought/hoped that you could just feed a recipe whatever quality you wanted and either it would average or floor the qualities for the recipe. As in, it just works (tm) Mostly I think you are best off qualifying up and filtering components like circuits and gears and then steel and craf...