Search found 26 matches
- Tue Dec 23, 2025 3:05 pm
- Forum: Outdated/Not implemented
- Topic: [Space Age] Allow Cargo Bays to be accessible via inserters
- Replies: 5
- Views: 3591
Re: [Space Age] Allow Cargo Bays to be accessible via inserters
I can safely move this to Won't implement : Inserters not being able to interact with cargo bays is on purpose, to prevent item teleportation : one would only need a long line of cargo bays running across a space platform to remove any kind of logistic challenge, the items inserted on one side of ...
- Sun Dec 21, 2025 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 77
- Views: 34475
Re: Auto-launching of mixed rockets
It's been a year and this anti-automation still hasn't been fixed... Allow us to control thrusters with circuits as well.
For the thrusters thing I would recommend controlling pumps with circuits. I don't really see a problem with that.
Yes that's how everyone does it but every machine got ...
- Sat Dec 20, 2025 8:04 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 77
- Views: 34475
Re: Auto-launching of mixed rockets
It's been a year and this anti-automation still hasn't been fixed... Allow us to control thrusters with circuits as well. And disable agricultural science pack spoilage so we don't have to micro the research queue.
- Thu Dec 11, 2025 3:17 pm
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 3839
Re: AI generated assets and disclosure
Sakuro posted a nice script to block individual mods or authors. https://greasyfork.org/en/scripts/50233 ... od-authors
- Thu Dec 11, 2025 3:07 pm
- Forum: Mod portal Discussion
- Topic: Blocking feature
- Replies: 1
- Views: 926
Re: Blocking feature
Thank you, it works like a charm 
- Wed Dec 03, 2025 9:26 pm
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 3839
Re: Clearly Marking AI Content
I think, it's more about creative content like assets, etc.
Yep and then you have shaders and particules or overlay which can be bit of both, and you have CGI in movies that uses AI which causes no problem to most people when they learn about it afterward , and mods that are asset straight ...
- Wed Dec 03, 2025 9:21 pm
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 3839
Re: AI generated assets and disclosure
+1 for this. I personally avoid AI content like the plague. It's unoriginal and easy to pump out en mass burying the original content.
- Wed Dec 03, 2025 3:39 pm
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 3839
Re: AI Slop
It's stated down in the more detailed descriptions but many people installing the mod from the in game browser won't see that.mmmPI wrote: Wed Dec 03, 2025 3:35 pm that's hard to define what is clearly marked because some people will ignore description and still complain, how did you know it was AI ?
- Wed Dec 03, 2025 3:28 pm
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 3839
Clearly Marking AI Content
Can we get the option to ignore certain posters or make it a rule that AI content has to be clearly marked? I asked a particular poster to clearly tag their AI content and they deleted my post.
- Sun Nov 09, 2025 7:00 am
- Forum: Technical Help
- Topic: [1.1.107] Cannot copy or paste blueprint strings
- Replies: 6
- Views: 5113
Re: [1.1.107] Cannot copy or paste blueprint strings
Just chiming to say I've the same problem, Arch, Wayland and Plasma6 (if it matters) The thing is I never saw it on 1.1.107 BUT with the latest update, I can't import, at all, clipboard touched or not, the only thing I can copy is from within the game itself. It sound there is a problem with ...
- Sun Nov 09, 2025 6:52 am
- Forum: Technical Help
- Topic: [1.1.107] Cannot copy or paste blueprint strings
- Replies: 6
- Views: 5113
Re: [1.1.107] Cannot copy or paste blueprint strings
Necroing this thread to say it's still a problem on 2.0.72 with Bazzite 43. Literally unplayable without the balancer book.
- Thu May 22, 2025 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 77
- Views: 34475
Re: Auto-launching of mixed rockets
Please fix devs. Manually loading rockets with niche items is so tedious. As if quality wasn't tedious enough with not being able to mix ingredient quality levels, now it forces us to manually load rockets too.
- Thu Apr 24, 2025 8:17 pm
- Forum: Implemented Suggestions
- Topic: Option to have Remote View music use the player's real location
- Replies: 10
- Views: 10689
Re: Option to have Remote View music use the player's real location
+1 This should 100% be moved from the hidden settings to the regular settings. Having the music change every time I use remote view is so annoying.
- Mon Jun 24, 2019 11:54 am
- Forum: Minor issues
- Topic: [0.17.50] Upgrade planner doesn't override item request slots
- Replies: 4
- Views: 2225
Re: [0.17.50] Upgrade planner doesn't override item request slots
Thanks for the report. The upgrade planner doesn't override them because it knows that the module can never actually fit into that machine because it's already full of modules.
I don't know how you managed to get the item request slot to stick around when the machine is already full because there ...
- Sun Jun 23, 2019 6:33 pm
- Forum: Minor issues
- Topic: [0.17.50] Upgrade planner doesn't override item request slots
- Replies: 4
- Views: 2225
- Fri Jun 21, 2019 9:42 am
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 42816
Re: Optimize Drone Movement
Reviving an old post a bit but I support this. There's got to be a way to implement rudimentary path finding efficiently. Too many times have I seen bots flying back and worth from ports because the gap they're trying to cross is too far or flying into biters when they cut corners. I like to cover ...
- Fri Nov 30, 2018 8:02 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 176149
Every Biome Screenshot Gallery
I've made a screenshot gallery of every biome for anyone who wants a list.
https://imgur.com/gallery/P3FIk1v
https://imgur.com/gallery/P3FIk1v
- Mon Nov 26, 2018 3:39 pm
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 14711
Re: [0.16] Stormwalls
I came to report a similar conflict with creative mode. Pasting any blueprint with a flooring tile crashes the game. I'll go and post this on the creative mod thread as well. 

- Sun Jun 11, 2017 10:26 am
- Forum: Duplicates
- Topic: [15.19] Station Names Not Saved In Blueprint
- Replies: 2
- Views: 1600
Re: [15.19] Station Names Not Saved In Blueprint
Sorry, I did do a quick search for "Station name" and couldn't find any posts about it.Loewchen wrote:viewtopic.php?t=32262
- Sun Jun 11, 2017 10:17 am
- Forum: Duplicates
- Topic: [15.19] Station Names Not Saved In Blueprint
- Replies: 2
- Views: 1600
[15.19] Station Names Not Saved In Blueprint
I'm not sure if it's a bug or indended but I personally would prefer if station names were saved in a blueprint so that I can place a station blueprint for eg "Iron Ore Drop Off" and have my trains automatically work with it. Having to rename all of the stations after placing a multi station ...