... Players often use items as quick placeholders on the map for planning:
- future factory areas
- mall or bus layouts
- rail network planning
- outpost locations
- blueprint preparation
Currently, adding a tag requires several manual steps:
Open tag menu → type text → pick icon → confirm.
With ...
Search found 846 matches: outpost
Searched query: +outpost
- Mon Nov 17, 2025 7:13 pm
- Forum: Ideas and Suggestions
- Topic: New QoL: Placing a pipetted item on the map creates a tag
- Replies: 0
- Views: 185
- Thu Nov 06, 2025 1:41 am
- Forum: Ideas and Suggestions
- Topic: Add Enable/Disable switch to roboports
- Replies: 17
- Views: 3651
Add "Enable/Disable" circuit condition to Roboports
TL;DR
Allow us to switch off the logistics and building areas for a given roboport via the circuit network
What?
One of my outposts got into a bit of a weird situation - my construction bots had run out of laser turrets, but still had walls available to replace existing ones. Biters were ...
Allow us to switch off the logistics and building areas for a given roboport via the circuit network
What?
One of my outposts got into a bit of a weird situation - my construction bots had run out of laser turrets, but still had walls available to replace existing ones. Biters were ...
- Mon Oct 20, 2025 4:47 pm
- Forum: Ideas and Suggestions
- Topic: New option for more agresive enemies
- Replies: 2
- Views: 495
New option for more agresive enemies
... on demolishers, i will once again repoint out, that this is mining resources, so this affect Gleba and Nauvis.
Meaning that little mining outpost will be heavely attacked. Constantly.
Last one: Electric poles are a major trigger for the bitters. You know how the electric poles have an area ...
Meaning that little mining outpost will be heavely attacked. Constantly.
Last one: Electric poles are a major trigger for the bitters. You know how the electric poles have an area ...
- Sun Oct 12, 2025 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Special signal: deconstruction
- Replies: 0
- Views: 259
Special signal: deconstruction
... very important since we don't want to see wieres and cables everywhere.
And of course, this ideea can be used in so many more ways. You have an outpost where you are just doing quality farming from the very start (aka the miners), well like this, the outpost will be deconstructed once everything ...
And of course, this ideea can be used in so many more ways. You have an outpost where you are just doing quality farming from the very start (aka the miners), well like this, the outpost will be deconstructed once everything ...
- Thu Oct 09, 2025 9:42 pm
- Forum: Ideas and Suggestions
- Topic: 2 minor suggestions: trees = enemies; accumulator charge transfer
- Replies: 1
- Views: 300
2 minor suggestions: trees = enemies; accumulator charge transfer
... for them to construct stuff.
And for the other stuff. It's for when you want to reconstruct stuff, like on space platforms, Aquilo, small mining outpost and so on, where you can but also would prefer not to pick up an accumulater since it will "delete" the stored power. Or simple because you are ...
And for the other stuff. It's for when you want to reconstruct stuff, like on space platforms, Aquilo, small mining outpost and so on, where you can but also would prefer not to pick up an accumulater since it will "delete" the stored power. Or simple because you are ...
- Sun Oct 05, 2025 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Allow Biolabs on every planet *except* Gleba
- Replies: 33
- Views: 4488
Re: Allow Biolabs on every planet *except* Gleba
... labs on Nauvis to engage spoilable transport.
There are dozens of possible names (I think slave lab won't be popular), I just want to throw "lab outpost" in the ring.
(PS: Aquilo does not need a mayor quirk, a minor may be sufficient. Maybe the lab beeing a heat sink.)
(PPS: Idea for a possible ...
There are dozens of possible names (I think slave lab won't be popular), I just want to throw "lab outpost" in the ring.
(PS: Aquilo does not need a mayor quirk, a minor may be sufficient. Maybe the lab beeing a heat sink.)
(PPS: Idea for a possible ...
- Sun Sep 28, 2025 10:52 pm
- Forum: Ideas and Suggestions
- Topic: quality rebalanced
- Replies: 3
- Views: 747
quality rebalanced
... be massivly encouraged without restricting like how surface conditions are. Meaning expanding in all planets will be worth VS "let's just make an outpost to get the sience pack and surface restricted item, and the rest we'll do somewhere else". And exactly because quality will be more usefull (since ...
- Mon Sep 22, 2025 12:50 pm
- Forum: Ideas and Suggestions
- Topic: Give pumpjacks mining range!
- Replies: 22
- Views: 7701
Re: Give pumpjacks mining range!
... lazy it works :lol:) and just rotate them if needed but honestly connecting them together is super simple and this blueprint will make the oil outpost hella ugly but it is a possible solution
0eNqNle2KgzAQRV+lzN+NpcaPVl+lLEtshxKIMcTY3VJ89422UPZjdP4IwTn3DPGCd2jMgM5rG6C+Q2+VS0KXXLw+T+cvqAsBt ...
0eNqNle2KgzAQRV+lzN+NpcaPVl+lLEtshxKIMcTY3VJ89422UPZjdP4IwTn3DPGCd2jMgM5rG6C+Q2+VS0KXXLw+T+cvqAsBt ...
- Sat Sep 13, 2025 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Let me collapse the conditions for a train station in train GUI
- Replies: 5
- Views: 2662
Re: Let me collapse the conditions for a train station in train GUI
This would be very handy for my ACME trains - trains that pick up and deliver a mixture of items for different tasks, like setting up a new mining outpost or a new reactor complex. Some of the conditions get a little complex because of the disjunctive normal form. It would be very convenient to be ...
- Thu Sep 04, 2025 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Speaker, stations, and more, to not "activate" until everything they are connected via circuit is build
- Replies: 1
- Views: 475
Speaker, stations, and more, to not "activate" until everything they are connected via circuit is build
The ideea is simple. You create a mining outpost and put a programable speaker to let you know when either the belts is empty = no more ores left, or the miner itself, like they are legendary so you want to move them asap once they are done or whatever. But the issue is that each time the speaker will ...
- Thu Jul 31, 2025 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Infinite ores at starting location <- Used with other mods
- Replies: 0
- Views: 211
Infinite ores at starting location <- Used with other mods
... just to prevent "softlocks"
On the ideea of other mods, well, the best exemple is a death world, or simple you want to take it easy, no mining outpost, no nothing, the ideea of infinite ores is exactly that. At the starting location (or landing for new planets), there to be one for each, that is ...
On the ideea of other mods, well, the best exemple is a death world, or simple you want to take it easy, no mining outpost, no nothing, the ideea of infinite ores is exactly that. At the starting location (or landing for new planets), there to be one for each, that is ...
- Tue May 06, 2025 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Attach pins on notes inside combinators
- Replies: 2
- Views: 525
Re: Attach pins on notes inside combinators
... cause trouble if you pin in the description something that is not contained in the blueprint : "this combinators trigger the put in the norther outpost".
One way i found to alleviate the need for this is to use numbers for combinators, : " 14 : this combinators trigger the combinator 12 and 17 at ...
One way i found to alleviate the need for this is to use numbers for combinators, : " 14 : this combinators trigger the combinator 12 and 17 at ...
- Tue May 06, 2025 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Attach pins on notes inside combinators
- Replies: 2
- Views: 525
Re: Attach pins on notes inside combinators
... cause trouble if you pin in the description something that is not contained in the blueprint : "this combinators trigger the put in the norther outpost".
One way i found to alleviate the need for this is to use numbers for combinators, : " 14 : this combinators trigger the combinator 12 and 17 at ...
One way i found to alleviate the need for this is to use numbers for combinators, : " 14 : this combinators trigger the combinator 12 and 17 at ...
- Tue Apr 08, 2025 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Idea - Schedule Sets
- Replies: 4
- Views: 880
Idea - Schedule Sets
... and to assign new ones to tasks. For example, say you have a train picking up Coal from one station, Iron from another, and then taking it to an outpost to make Grenades. If you want a second train to do this, instead of having to manually assign each station and conditions, you could just plop the ...
- Thu Apr 03, 2025 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Fifth Planet Concept - Nemtar
- Replies: 0
- Views: 692
Fifth Planet Concept - Nemtar
... hands to manufacture it, but you already have ideas for a new plant that will be able to provide such delicate operations.
As you survey your outpost, you cannot help but notice that the air has grown thicker. Your suit's sensors inform you that the pollutants you're introducing into the air are ...
As you survey your outpost, you cannot help but notice that the air has grown thicker. Your suit's sensors inform you that the pollutants you're introducing into the air are ...
- Tue Mar 25, 2025 3:57 am
- Forum: Ideas and Suggestions
- Topic: Increase Cargo Landing Pad Throughput
- Replies: 5
- Views: 2477
Re: Increase Cargo Landing Pad Throughput
... 16 rockets worth due to productivity bonuses, and can be shipped anywhere with no cost. Your base would be a collection of incredibly generic outposts that all go Landing Pad -> Mining/Processing/etc -> Silo, and all ship up to a massive ship in orbit that could drop anything anywhere, and could ...
- Mon Mar 24, 2025 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Increase Cargo Landing Pad Throughput
- Replies: 5
- Views: 2477
Re: Increase Cargo Landing Pad Throughput
... 16 rockets worth due to productivity bonuses, and can be shipped anywhere with no cost. Your base would be a collection of incredibly generic outposts that all go Landing Pad -> Mining/Processing/etc -> Silo, and all ship up to a massive ship in orbit that could drop anything anywhere, and could ...
- Sat Mar 22, 2025 5:45 pm
- Forum: Ideas and Suggestions
- Topic: End game research for promethium. Techs to boost all planets resources
- Replies: 16
- Views: 2337
Re: End game research for promethium. Techs to boost all planets resources
... logistics system, a provider chest tells the network hey I have this item available, and a requester can ask for it.
With the new radar in 2.0, an outpost on one side of the planet can say hey I have this available, and a radar on the other side of the planet can ask for it, and you can set up a ...
With the new radar in 2.0, an outpost on one side of the planet can say hey I have this available, and a radar on the other side of the planet can ask for it, and you can set up a ...
- Wed Jan 08, 2025 4:55 pm
- Forum: Ideas and Suggestions
- Topic: Allow turrets to report targets in range to the circuit network
- Replies: 3
- Views: 997
Allow turrets to report targets in range to the circuit network
... except observing if a turret is shooting at something. That forces players to implement "dumb" solutions.
Examples:
Artillery trains tend to have outposts they regularly visit, either by making each outpost have a unique train stop and making the train visit them in order, or having a clock to ...
Examples:
Artillery trains tend to have outposts they regularly visit, either by making each outpost have a unique train stop and making the train visit them in order, or having a clock to ...
- Thu Dec 19, 2024 8:53 am
- Forum: Ideas and Suggestions
- Topic: Railway sidings and train pathfinding
- Replies: 6
- Views: 2505
Re: Railway sidings and train pathfinding
... train" ( with a different destination).
Obviousy in game, it's always "over-estimation", not "just the perfect number of trains", because when outpost deplete , some trains will require longer path, or "more train constantly running" to supply the same station as previously. But if you suddenly ...
Obviousy in game, it's always "over-estimation", not "just the perfect number of trains", because when outpost deplete , some trains will require longer path, or "more train constantly running" to supply the same station as previously. But if you suddenly ...