Search found 872 matches: outpost

Searched query: +outpost

by mmmPI
Mon Sep 21, 2026 6:44 pm
Forum: Ideas and Suggestions
Topic: Allow inserters to insert and remove modules from mining drills
Replies: 9
Views: 571

Re: Allow inserters to insert and remove modules from mining drills

... whose life expectancy depend on how many mining drill there is tapping onto it, and i want to maximize the longevity of my mining drills. If on an outpost you place twice as many mines, you will deplete it twice as fast, for the same amount of ressources in the end, you have used also twice as many ...
by eugenekay
Sun Sep 20, 2026 11:23 pm
Forum: Ideas and Suggestions
Topic: Allow inserters to insert and remove modules from mining drills
Replies: 9
Views: 571

Re: Allow inserters to insert and remove modules from mining drills

iloveidea wrote: Sun Sep 20, 2026 11:15 pm
Why?
I want to build a mining outpost that turns on quality modules when there aren’t enough quality items.
You can use a power-switch controlled Beacon to selectively transmit a Speed Module (which penalizes Quality).

Good Luck!
by iloveidea
Sun Sep 20, 2026 11:15 pm
Forum: Ideas and Suggestions
Topic: Allow inserters to insert and remove modules from mining drills
Replies: 9
Views: 571

Allow inserters to insert and remove modules from mining drills

... modules from mining drills


What?
Allow inserters to insert and remove modules from mining drills, just like beacons.

Why?
I want to build a mining outpost that turns on quality modules when there aren’t enough quality items.
https://p.sda1.dev/35/60d3c2c1d57f1b32e701d27a181d3162/image.png
by ren-lv
Tue Sep 15, 2026 8:17 pm
Forum: Ideas and Suggestions
Topic: Building in fog of war
Replies: 0
Views: 153

Building in fog of war

... com/122203). The strangest inconsistency, however is about building in fog of war. Upon trying to build a radar next to a power pole at an outpost, the game presents you with a message "cannot build in fog of war". It is, however, possible to place a ghost radar at a place with coverage, CTRL ...
by pikmario
Fri Aug 21, 2026 10:49 pm
Forum: Ideas and Suggestions
Topic: Reduce laser turret power to its actual listed max.
Replies: 8
Views: 740

Reduce laser turret power to its actual listed max.

... their timings completely thrown off due to flickering power. In a tightly designed system with a careful power balance, such as a solar powered outpost or a space platform, this extra power draw can wreak havoc on systems that depend on a consistent power production, even when building enough ...
by Scryllix
Sun Aug 09, 2026 12:33 am
Forum: Ideas and Suggestions
Topic: Disable new radar behaviour
Replies: 24
Views: 2909

Re: Disable new radar behaviour

... main reason for wanting this is that I might want a radar to uncover the map without also generating an alert every time it detects an expansion. Then I could have specific radars where I do want expansion alerts, such as an outpost that doesn't have artillery coverage, or a different planet entirely.
by Scryllix
Sat Aug 08, 2026 7:34 pm
Forum: Ideas and Suggestions
Topic: Disable new radar behaviour
Replies: 24
Views: 2909

Re: Disable new radar behaviour

... you want the alert specifically and when not?


Perhaps you'd want it on gleba and not nauvis, or you want to monitor expansions at a certain outpost. You'd probably want it for nauvis early game but then having to turn off the alert after getting into endgame isn't great. And when you say ...
by sczsne
Wed Aug 05, 2026 11:50 pm
Forum: Ideas and Suggestions
Topic: Give radar a signal output for nearby nests/other entities
Replies: 1
Views: 393

Give radar a signal output for nearby nests/other entities

... similar to train ID features.

Why?
If radar emitted a signal for nests in its radius, I could:
dynamically request artillery trains to visit an outpost when biters expand nearby
set up an alarm for enemy presence in a chosen area
...and if radar emitted a signal for engineers/other stuff, I could ...
by Lappro
Fri Jul 24, 2026 4:27 pm
Forum: Ideas and Suggestions
Topic: Auto ship construction materials to outpost (read missing)
Replies: 1
Views: 257

Auto ship construction materials to outpost (read missing)

... items there.

read-missing-construction-items.png


What?
I want to be able to automatically ship (by train) the construction materials my outpost needs. Basically all tooling is already available in the game except detecting what is missing. I hoped they would show up as a negative value ...
by robot256
Sun Jul 19, 2026 12:45 am
Forum: Ideas and Suggestions
Topic: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains
Replies: 11
Views: 1164

Re: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains

+1

The most basic application is a uranium mine outpost train with a fluid wagon of acid and cargo wagons of ore. You want to leave the base when fluids are full and items are empty. You want to leave the outpost when items are full or fluids are empty. Inactivity isn't what you actually want in ...
by K4i
Sat Jul 18, 2026 10:47 am
Forum: Ideas and Suggestions
Topic: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains
Replies: 11
Views: 1164

Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains

... wait conditions to make schedules work cleanly with mixed fluid/cargo trains across different wagon qualities.

What?
For my uranium mining outpost, I run trains that deliver sulfuric acid and pick up ore — one schedule, two conditions: fill fluid on the way out, fill items on the way back. I ...
by jaythecoder
Sat Jul 11, 2026 8:11 pm
Forum: Ideas and Suggestions
Topic: [2.1] Add ability to set radar channel via circuit signal
Replies: 3
Views: 519

Re: Add ability to set radar channel automatically

... Parameterising the Channel value in a Blueprint? I have not tried it myself yet.


I tried, I don't think you can. Also, an example of a use case: When I place an outpost, it automatically checks and selects a free communicate on, and renegotiates if there's a conflict. Could be extremely cool imo
by Thomasdowden09
Mon Jul 06, 2026 6:30 am
Forum: Ideas and Suggestions
Topic: Ghost logicstic network recognition.
Replies: 1
Views: 242

Ghost logicstic network recognition.

... friction point recently that feels like a missing core feature.

I ran a circuit cable all the way from my main mega-base to a distant mining outpost, expecting to be able to read what ghost entities needed to be built so I could automate shipping the construction materials. I was incredibly ...
by That_Guy_32064
Sun Jul 05, 2026 11:42 pm
Forum: Ideas and Suggestions
Topic: Robots Quality Of Life Improvement
Replies: 2
Views: 323

Robots Quality Of Life Improvement

... realize there might be tens of thousands of these, so I will be quick: one of the most annoying things that can happen is if you want to build an outpost somewhere before you have spidertrons, and you request a bunch of things from the logistics network, but right before the bots get to you they ...
by mmmPI
Sun Jul 05, 2026 3:58 pm
Forum: Ideas and Suggestions
Topic: Have rail signals detect locomotive and wagon ghosts
Replies: 14
Views: 993

Re: Have rail signals detect locomotive and wagon ghosts


I don't disagree with you. While personally I probably would not bother combining outposts with trains (with generic schedules so the outpost gets overrun by other trains before the ghost trains are built)


Well yeah that's on me, i tried a made-up example where i thought it would be obvious what ...
by robot256
Sun Jul 05, 2026 3:15 pm
Forum: Ideas and Suggestions
Topic: Have rail signals detect locomotive and wagon ghosts
Replies: 14
Views: 993

Re: Have rail signals detect locomotive and wagon ghosts


I was going to say that, but i think it's slightly different the situation described, it's not just when you build "trains" but rather "outpost with also a trains on them", in such case the robots can create the rails and the stations, before the ghost train, and it can happen that other trains ...
by mmmPI
Sun Jul 05, 2026 1:52 pm
Forum: Ideas and Suggestions
Topic: Have rail signals detect locomotive and wagon ghosts
Replies: 14
Views: 993

Re: Have rail signals detect locomotive and wagon ghosts

... track.


I was going to say that, but i think it's slightly different the situation described, it's not just when you build "trains" but rather "outpost with also a trains on them", in such case the robots can create the rails and the stations, before the ghost train, and it can happen that other ...
by ravenbs
Sat Jun 27, 2026 9:10 am
Forum: Ideas and Suggestions
Topic: Ship -> Buffer Station -> Ship not possible (currently)
Replies: 0
Views: 378

Ship -> Buffer Station -> Ship not possible (currently)

... you call the personal non auto route ship you have), which needs the green belts to transport to your next building location to found a new outpost (when playing with all the additional planets).

So I want the Vulcanus ship to drop green belts at Nauvis.
The Vulcanus ship should transfer ...
by gridstop
Sat Jun 27, 2026 1:00 am
Forum: Ideas and Suggestions
Topic: Radar "orbit" operation mode
Replies: 7
Views: 975

Re: Radar "orbit" operation mode

... in orbit, and it doesn't.

I find myself wanting multiple per-planet channels, like a 'vulcanus orbit' 'vulcanus inter-planet inventory' 'vulcanus outpost requests' sort of situation. I guess there might be mods to add lots of virtual signals in this way eventually.

So I guess a couple possible ...

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