Search found 359 matches
- Wed Jul 23, 2025 1:59 pm
- Forum: Pending
- Topic: In-game Search (CNTRL-F) does not list Uranium-235/238
- Replies: 3
- Views: 100
Re: In-game Search (CNTRL-F) does not list Uranium-235/238
Works properly for me. In the logistics map view (ctrl+L), then search (ctrl+F), typing "uran". Including highlighting the exact chests on the map. Version 2.0.60.
- Tue Jul 22, 2025 5:29 pm
- Forum: Gameplay Help
- Topic: Logistics bots not taking short paths for loading rockets?
- Replies: 10
- Views: 186
Re: Logistics bots not taking short paths for loading rockets?
In my experience, if I truly need haste, I will simply have dedicated silos loaded by inserters. In slightly less urgent cases, I have a buffer chest with the required items next to the silo, and bots will reliably take from there and rapidly load the rocket, as otherwise bots can occasionally take ...
- Fri Jul 18, 2025 8:35 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 7
- Views: 540
Re: Gleba!
One of the first things I did after getting Gleba running was place down speakers, programmed to alert if seeds or bacteria were low. It was instrumental in preventing complete shutdowns, because as you also noted, there are a lot of things that can go wrong, and it took many fixes before I got it ...
- Sun Jun 22, 2025 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 22
- Views: 3265
Re: Train condition progress should look clearer when at 100%
Minor improvement but it's pretty reasonable.
Honestly I'm not against just capping the progress bar to 95% or such until the value is at 100%. This makes it much more clearer at a glance. Could even apply a gradient at the very end to show it, but that's a bit harder to implement.
Honestly I'm not against just capping the progress bar to 95% or such until the value is at 100%. This makes it much more clearer at a glance. Could even apply a gradient at the very end to show it, but that's a bit harder to implement.
- Thu Jun 12, 2025 12:35 pm
- Forum: Pending
- Topic: Glitching inserters on space platform
- Replies: 2
- Views: 298
Re: Glitching inserters on space platform
I'm pretty sure you're low on power. I'm guessing it's trying to match the position of items on the belt but runs into issues at low power.
- Wed Jun 11, 2025 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Freeform tree planting
- Replies: 1
- Views: 312
Re: Freeform tree planting
You can already plant seeds by hand, just not with bots, which I assume is a deliberate choice.
- Tue Jun 03, 2025 10:52 am
- Forum: Ideas and Suggestions
- Topic: Radar should be moved to logistic tab
- Replies: 7
- Views: 1224
Re: Radar should be moved to logistic tab
In the past, the radar was a military target and that meant it would always be targeted by enemies, but that was changed I think with 2.0.
It's probably a reasonable change now (it would fit kind of nicely close to the roboport which has its own mini radar).
It's probably a reasonable change now (it would fit kind of nicely close to the roboport which has its own mini radar).
- Mon May 12, 2025 12:17 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 6465
Re: Version 2.0.48
Huge for Gleba.
- Sat May 10, 2025 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Fix Inconsistent Ghost Cursor Behavior
- Replies: 4
- Views: 554
Re: Fix Inconsistent Ghost Cursor Behavior
There is a setting, that is not active by default (or at least wasn't back in the day), which says something to the effect of selecting an item as a ghost if you have it in your hotbar and click on it but don't actually have any of it in your inventory. This is specifically for when you are not in ...
- Thu May 01, 2025 5:44 pm
- Forum: Not a bug
- Topic: [2.0.43] Electromagnetic plant does not produce higher quality items
- Replies: 4
- Views: 441
Re: [2.0.43] Electromagnetic plant does not produce higher quality items
Going by the numbers in the screenshots, this has about a 0.5% chance of occurring, in other words, you were very unlucky!
- Thu Apr 24, 2025 4:26 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 18
- Views: 3919
Re: How pros approach the game?
For me, by far the best way to make a fully optimize build and understand how it works is the editor. Nothing beats jumping into the editor and making a build and then testing it with the options to speed up the game.
Prior to this, it may be that additional calculations are needed for me to ...
Prior to this, it may be that additional calculations are needed for me to ...
- Sun Mar 30, 2025 9:32 pm
- Forum: General discussion
- Topic: deterministic lockstep
- Replies: 6
- Views: 884
Re: deterministic lockstep
Sorry, another question, is there a reason why the server/client must have the exact same data and CRCs?
Once you have deterministic lockstep, the entire game can be simulated perfectly, without errors, and any remaining errors are due to existing errors in data or data corruption, and any one ...
- Thu Mar 27, 2025 2:44 pm
- Forum: Gameplay Help
- Topic: How to deal with space platforms that get hit very rarely?
- Replies: 7
- Views: 913
Re: How to deal with space platforms that get hit very rarely?
I guess the best you can do is hop into editor mode and test the ship at 64x speed for a while. You will want to make sure that your ship can get both repair packs and replacement equipment, because in the long run it is likely that something is going to get hit and destroyed. You wanna not have to ...
- Wed Mar 26, 2025 2:55 pm
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 10
- Views: 13622
Re: Version 2.0.43
Seeing the Gleba spore changes in action, this is the first time I can really say that I feel Gleba is properly balanced.
- Thu Mar 20, 2025 11:39 am
- Forum: Releases
- Topic: Version 2.0.42
- Replies: 3
- Views: 10169
Re: Version 2.0.42
As usual, a lot of great fixes.
Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
This in particular had been on my mind for a month or so now. Are you psychics ...
Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
This in particular had been on my mind for a month or so now. Are you psychics ...
- Sat Mar 15, 2025 4:17 pm
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 67
- Views: 8888
Re: [Poll] Would you be happy to pay for more official planets and expansions?
I struggle to see how anyone would vote no, if there were more expansions and they were of the same high quality, but I think that's also the catch: It would be an enormous amount of work.
A second expansion would be exponentially more difficult to execute well on and just as much more work. The ...
A second expansion would be exponentially more difficult to execute well on and just as much more work. The ...
- Fri Mar 14, 2025 2:22 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 8499
Re: Unbeatable anti-cheat.
This is so interesting to hear. I'd thought about it several times, and it makes sense that it should hold up quite well, but I had no proof that it would work this well.
- Tue Mar 11, 2025 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner for out of resouce mining drills.
- Replies: 2
- Views: 696
Re: Deconstruction planner for out of resouce mining drills.
This is a small QoL, but it could be useful.
For now, as a workaround, you can connect miners to the circuit network, and use that to activate a speaker. It's quite useful, especially if you worry about having to check up on the ore field to see if it's running out.
Not quite sure how this works ...
For now, as a workaround, you can connect miners to the circuit network, and use that to activate a speaker. It's quite useful, especially if you worry about having to check up on the ore field to see if it's running out.
Not quite sure how this works ...
- Mon Feb 17, 2025 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives alternative around blue science
- Replies: 19
- Views: 1770
Re: Cliff explosives alternative around blue science
You can do this in the form of a nuclear reactor. They explode if destroyed at higher than 900 degrees, and the explosion will destroy nearby cliffs.Milichip wrote: Mon Feb 17, 2025 7:36 pm Having crappier but early cliff explosives would just be a nice option, that's all.
- Fri Feb 07, 2025 8:11 am
- Forum: Balancing
- Topic: base health of rocket turret is too low
- Replies: 6
- Views: 1556
Re: base health of rocket turret is too low
I do agree it just feels too low no matter how you look at it. You could even double the HP and they would still not be too strong. So... actually doubling their health is actually an outright realistic suggestion! That's just how extremely low their HP is!
The critical weaknesses of rocket turrets ...
The critical weaknesses of rocket turrets ...