Search found 846 matches: outpost

Searched query: +outpost

by bakykentaky
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

New QoL: Placing a pipetted item on the map creates a tag

... 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 ...
by sarge945
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 ...
by Green Cat
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 ...
by Green Cat
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 ...
by Green Cat
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 ...
by ES64U2
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 ...
by Green Cat
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 ...
by fi5hii
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
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by Amarula
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 ...
by Green Cat
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 ...
by Green Cat
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 ...
by Yuki_Nagato
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 ...
by mmmPI
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 ...
by DrakeyC
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 ...
by DrakeyC
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 ...
by quineotio
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 ...
by SirKill-a-Lot
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 ...
by Amarula
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 ...
by jaladreips
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 ...
by mmmPI
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 ...

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