Search found 864 matches: outpost

Searched query: +outpost

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: 128

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: 700

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: 700

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: 330

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: 136

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: 245

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: 710

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: 710

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: 710

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: 248

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: 698

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 ...
by MDReal
Sat Jun 20, 2026 7:16 am
Forum: Ideas and Suggestions
Topic: Signal Keys for Circuit Networks
Replies: 0
Views: 144

Signal Keys for Circuit Networks

... by Redstone Links in the Create mod.

Examples:

* [Crude Oil | Iron Plate] = 50,000
* [Crude Oil | Copper Plate] = 120,000

or

* [Iron Ore | Outpost A] = 8,000
* [Iron Ore | Outpost B] = 12,000

Signals with different keys would remain separate while still using the same underlying signal type ...
by macdjord
Fri Apr 10, 2026 7:44 am
Forum: Ideas and Suggestions
Topic: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
Replies: 57
Views: 7387

Re: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics

... negative, there is no actual objection from me.

In this context, someone could say (more seriously than me) : i don't run power poles between my outpost in rail world, only rails, i transport water by trains for outpost to do their own electricity, i need the current water buffer otherwise my setup ...
by mmmPI
Thu Apr 09, 2026 9:44 am
Forum: Ideas and Suggestions
Topic: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics
Replies: 57
Views: 7387

Re: Rebalance Boiler & Heat Exchanger Fluid Volumes to Account for New Water-to-Steam Mechanics

... negative, there is no actual objection from me.

In this context, someone could say (more seriously than me) : i don't run power poles between my outpost in rail world, only rails, i transport water by trains for outpost to do their own electricity, i need the current water buffer otherwise my setup ...
by jaladreips
Sun Feb 22, 2026 6:37 pm
Forum: Ideas and Suggestions
Topic: Output wildcard as a signal at the train station
Replies: 0
Views: 439

Output wildcard as a signal at the train station

... more uses that right now seem to be monopolized by bots (like unloading landing pads)

Examples:
1. On Fulgora, you are building independent outposts dedicated to manufacturing and you're tired of trying to connect logistics networks together, so you consider each outpost having its own network ...
by Amarula
Sun Jan 04, 2026 2:35 pm
Forum: Ideas and Suggestions
Topic: Saving Productivity per Recipe
Replies: 15
Views: 2018

Re: Saving Productivity per Recipe

... player can choose which they prefer. They can choose the one that makes sense for different applications; a space platform, a mall, and a mining outpost have very different demands and constraints.
If there was no penalty for switching recipes, there would be a very strong incentive to require ...
by robot256
Tue Dec 30, 2025 3:04 pm
Forum: Ideas and Suggestions
Topic: Roboports should be higher priority storage
Replies: 5
Views: 1343

Re: Roboports should be higher priority storage

... a good thing, and can still be avoided by connected the train unloading inserter to the logistic network to limit the total number of packs in the outpost.

Reasons not to mess with what already works:

1. Using a logistics network without any unfiltered storage is like using train junctions with no ...
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: 391

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: 6979

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 ...

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