Search found 261 matches
- Thu Oct 02, 2025 10:46 am
- Forum: Ideas and Suggestions
- Topic: Add to assembler & Co an option to disable the buffer when add a red or green cable
- Replies: 2
- Views: 265
Re: Add to assembler & Co an option to disable the buffer when add a red or green cable
Perfect, thanks for the link & Infos!
- Tue Sep 30, 2025 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Add to assembler & Co an option to disable the buffer when add a red or green cable
- Replies: 2
- Views: 265
Add to assembler & Co an option to disable the buffer when add a red or green cable
Feature request:
Add to an assembler & Co an option to disable the buffer when add a red or green cable.
Just 2 option: Normal Buffer / 1x Buffer
Why:
When you make an automall its just overfill the machine massiv ... and when switching recipe then its need to empty the assembler.
That takes ...
Add to an assembler & Co an option to disable the buffer when add a red or green cable.
Just 2 option: Normal Buffer / 1x Buffer
Why:
When you make an automall its just overfill the machine massiv ... and when switching recipe then its need to empty the assembler.
That takes ...
- Fri Aug 01, 2025 9:42 am
- Forum: Not a bug
- Topic: [Space Age 2.0.60] Foundry switch fluid inputs when changed per circuit
- Replies: 2
- Views: 437
Re: [Space Age 2.0.60] Foundry switch fluid inputs when changed per circuit
Thanks for the clear answer!
Time to rebuild my old spaceship
Time to rebuild my old spaceship
- Fri Aug 01, 2025 8:25 am
- Forum: Not a bug
- Topic: [Space Age 2.0.60] Foundry switch fluid inputs when changed per circuit
- Replies: 2
- Views: 437
[Space Age 2.0.60] Foundry switch fluid inputs when changed per circuit
When i build a foundry and change the recipe with circuit then it switch the fluid inputs to the opposite side.
No mods are running exept "Editor Extension", but had it in a unmodded too.
To reproduce:
Foundry with a wire on 2 constant combinator
Set Foundry to set recipe
Use 2 different recipe to ...
No mods are running exept "Editor Extension", but had it in a unmodded too.
To reproduce:
Foundry with a wire on 2 constant combinator
Set Foundry to set recipe
Use 2 different recipe to ...
- Sun Dec 01, 2024 2:18 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
- Replies: 31
- Views: 10951
Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
I love the new feature!!!
To even make it easier when we can remove the "full rocket" things and build it reverse.
So it need this and that ... 123 belts, 54 inserter, usw ...
so it remove all things that fill a full rocket ... so 23 belts and 4 inserter
send that manually up put the blueprint on ...
To even make it easier when we can remove the "full rocket" things and build it reverse.
So it need this and that ... 123 belts, 54 inserter, usw ...
so it remove all things that fill a full rocket ... so 23 belts and 4 inserter
send that manually up put the blueprint on ...
- Thu Nov 28, 2024 9:41 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
- Replies: 31
- Views: 10951
Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
If you just wonder why you website yesterday dies ... it was me (shame on me)
It had an infinity chest in the blueprint because i forgot to delete it first.
After i press sumit the website write an error, entity infinity chest not found and then it dont react anymore.
Sorry!
It had an infinity chest in the blueprint because i forgot to delete it first.
After i press sumit the website write an error, entity infinity chest not found and then it dont react anymore.
Sorry!
- Fri Nov 22, 2024 1:24 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
- Replies: 31
- Views: 10951
Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
The moduls for the assembler & Co are missing ...
- Mon Nov 18, 2024 11:44 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Rocket Launch Priority Targets, please Wube Master
- Replies: 9
- Views: 2702
Re: Spidertron Rocket Launch Priority Targets, please Wube Master
Will help a lot if that would be possible
- Mon Nov 18, 2024 8:44 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
- Replies: 31
- Views: 10951
Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Thx for all your hard work!
- Sun Nov 17, 2024 10:41 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
- Replies: 31
- Views: 10951
Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
I found a bug
(1) nuclear-reactor (1.0 kg)
it has 1000kg not 1
(1) nuclear-reactor (1.0 kg)
it has 1000kg not 1
- Mon Nov 11, 2024 9:27 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
- Replies: 31
- Views: 10951
Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Works great! ... it will be nice if we can have constant combinator with that what we need for the launches.
Dont know if you remove the 110 platform you have from the starter paket (100 set and 10 in storage) from the blueprint.
Or you have 110 to much in space (thats at least 2 rockets)
EDIT: I ...
Dont know if you remove the 110 platform you have from the starter paket (100 set and 10 in storage) from the blueprint.
Or you have 110 to much in space (thats at least 2 rockets)
EDIT: I ...
- Sun Nov 03, 2024 9:41 pm
- Forum: Duplicates
- Topic: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
- Replies: 4
- Views: 1176
Re: [2.0.12] Rotation of fluid connections not copied when set to a recipe that has no fluids
[2.0.14]
It also rotate when you change the recpie in the foundry per circuit ... i looks like it always on the oposite site.
When i rotate it to the right its switch between right and left.
It also rotate when you change the recpie in the foundry per circuit ... i looks like it always on the oposite site.
When i rotate it to the right its switch between right and left.
- Fri Apr 19, 2024 1:40 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 22330
Re: Friday Facts #407 - Automating a soundtrack
Automate the music in an game for Automation ... nice and sound not bad.
But is not the Factory working sound the real sound for an engineer?
When it will quiet you know you had a problem ...
But is not the Factory working sound the real sound for an engineer?
When it will quiet you know you had a problem ...
- Fri Oct 30, 2020 4:09 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107531
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Love all the changes that you are proposing for 1.1
are you planning at all to bring back the experimental to have the community help test these changes before they are added to the "stable" list? example 1.0.1
one thing about the spidertron becoming stuck on some paths, it might be useful to get ...
- Fri Oct 30, 2020 11:51 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107531
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
This is truley epic. Even the little, but IMO powerful main menu design change.
Full integration of the e -key is that much more QoL. Currently I'm deleting request constantly.
The enhancements in ghost building made are logicaly and appropiate now we have our eight-legged remote builder. Making ...
- Fri Oct 30, 2020 11:40 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107531
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Absolut genius little improvments!
Good job ... when we can have it :D
And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher ...
- Fri Oct 30, 2020 9:01 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107531
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Absolut genius little improvments!
Good job ... when we can have it :D
And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher.
That ...
Good job ... when we can have it :D
And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher.
That ...
- Fri Jul 24, 2020 8:20 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 61732
Re: Friday Facts #357 - Nuke
Already possible.
Oh really? That's great. Does it also support swapping modules, e.g. from speed to prod or vice-versa?
The upgrade planner is quite flexible considering modules; even in the current version.
upgrade_planner.JPG
Still don't understand how to upgrade assembly ...
- Fri Jun 12, 2020 12:58 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 108980
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Someone played Satisfactory ... the have the flush too.
The new beacons look nice but the ALT icons i need or i miss something.
When we are by moduls ... How i get moduls in a becon when there is no in it?
By hand ... maybe i play the wrong game.
Look at MOD ModuleInserter ... that is really needed ...
The new beacons look nice but the ALT icons i need or i miss something.
When we are by moduls ... How i get moduls in a becon when there is no in it?
By hand ... maybe i play the wrong game.
Look at MOD ModuleInserter ... that is really needed ...
- Fri Jun 05, 2020 1:21 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 71456
Re: Friday Facts #350 - Electric mining drill redesign
Looks and Animation are great, but that sounds ... horrible ... sound like a damaged miner that explode every second.
Its to glaring ... when i must hear that longer i got headache.
Its to glaring ... when i must hear that longer i got headache.