Pretty sure it doesn't work like that on Nauvis though, fresh expansion parties keep coming in from the edges of the already generated chunks, whether explored or not. So left to their own devices the biters will repopulate the world.
If this method works on Gleba (and is not a bug that gets fixed ...
Search found 156 matches
- Wed Oct 15, 2025 10:19 am
- Forum: Gameplay Help
- Topic: Artillery cleaning all chunks -> no more enemy?
- Replies: 5
- Views: 453
- Mon Oct 13, 2025 11:29 am
- Forum: Gameplay Help
- Topic: traffic lights
- Replies: 2
- Views: 229
Re: traffic lights
This looks a bit contrived since you could just move one turn down a bit so they don't even touch.
How do you want the trains to move? One-way traffic or two way traffic, from where to where?
How do you want the trains to move? One-way traffic or two way traffic, from where to where?
- Thu Oct 09, 2025 7:06 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2033
- Views: 859525
Re: Simple Questions and Short Answers
I don't think so. But there's two workarounds I'm using, (1) pick a ghost using Q on a legendary building, or (2) quickly Alt+Mousewheel to legendary quality. I've become accustomed to doing that while I move the mouse to the building to select so it doesn't even slow me down anymore.
- Sat Sep 27, 2025 11:18 pm
- Forum: Gameplay Help
- Topic: Circuit-Established Landing Pad Requests Not Truly Fulfilled
- Replies: 4
- Views: 387
Re: Circuit-Established Landing Pad Requests Not Truly Fulfilled
If it worked before that would've been a bug, or you've been handling the items differently. Possibly you've been removing the items from the CLP so that they are immediately in the logistics network instead? Or maybe items just got removed quickly enough since the logistics network needed them ...
- Wed Sep 24, 2025 4:04 pm
- Forum: Gameplay Help
- Topic: Question Regarding Blueprints
- Replies: 5
- Views: 446
Re: Question Regarding Blueprints
...or just press 'B' to drop in your blueprint book.
- Sun Sep 21, 2025 2:03 pm
- Forum: Gameplay Help
- Topic: Advice For 40 Hour Space Age Run
- Replies: 5
- Views: 1919
Re: Advice For 40 Hour Space Age Run
Congratulations! 

Anything you'd do differently, as advice for someone else who wants to try this?
Anything you'd do differently, as advice for someone else who wants to try this?
- Fri Sep 19, 2025 10:15 pm
- Forum: Gameplay Help
- Topic: Productivity on coal liquefaction recipe
- Replies: 6
- Views: 636
Re: Productivity on coal liquefaction recipe
Not in the game I think (at least without mods), but you can look at the recipe.lua files, where ingredients listed with "ignored_by_productivity" are catalysts. However bacteria cultivation is really the only exception here.
- Fri Sep 19, 2025 7:37 pm
- Forum: Gameplay Help
- Topic: Productivity on coal liquefaction recipe
- Replies: 6
- Views: 636
Re: Productivity on coal liquefaction recipe
Yes, in other words the 25 input oil is just passed through to the output, and 65 oil is actually produced and it's only this part for which productivity applies. This is the same for all catalytic recipes in the game (though mods could specify different ratios I think).
- Wed Sep 10, 2025 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 25
- Views: 12016
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
To add another related idea this makes me think about, add an inserter choice to pick up anything with specific spoil settings. For example, remove anything with less then a few minutes or percent left. Kind of like the spoil first/last but numeric which makes more since because stacks in chests ...
- Tue Sep 09, 2025 6:36 pm
- Forum: Gameplay Help
- Topic: Coal Liquefaction
- Replies: 9
- Views: 868
Re: Coal Liquefaction
Your math is right, but you need to describe the actual problem more clearly, or post a savegame. Are the refineries running out of coal, or steam, or input oil, or not running for some other reason? Are you sure the belt is fully compressed? Are your inserters fast enough? Did you let it run long ...
- Sun Sep 07, 2025 3:45 pm
- Forum: Gameplay Help
- Topic: Advice For 40 Hour Space Age Run
- Replies: 5
- Views: 1919
Re: Advice For 40 Hour Space Age Run
About the 12 hour mark was when I had my first mobile space platform in my 40 hr run, so I think you're doing alright. Getting Nauvis done was the slowest planet by far. The next three planets took about 4-5 hrs each, and Aquilo almost 8 hrs because of all the supply runs needed, and researching and ...
- Thu Sep 04, 2025 2:38 pm
- Forum: Gameplay Help
- Topic: Does pulsing requests to a cargo landing pad no longer work?
- Replies: 4
- Views: 558
Re: Does pulsing requests to a cargo landing pad no longer work?
There is now a cooldown between drops from orbit, so you will have to adjust your logic to account for that. But because of this perhaps you don't need that logic anymore and can just set the total number of items you want dropped instead.
- Tue Sep 02, 2025 5:54 pm
- Forum: Gameplay Help
- Topic: Silo not requesting from logistics network
- Replies: 4
- Views: 474
Re: Silo not requesting from logistics network
Yes, otherwise the silo would get blocked by the half-filled request, which could take hours as far as it knows. Silos never launch partially loaded rockets in automatic mode.
- Tue Sep 02, 2025 4:44 pm
- Forum: Gameplay Help
- Topic: what should I improve with this simple coal liquifaction setup?
- Replies: 3
- Views: 443
Re: what should I improve with this simple coal liquifaction setup?
Simple coal liquifaction is only a short-term setup, most people replace it with the regular coal liquifaction quickly, so I wouldn't worry about optimizing it too much. Or, perhaps instead, change the layout for easier conversion to regular coal liquifaction.
- Fri Aug 29, 2025 2:28 pm
- Forum: Gameplay Help
- Topic: Finding inserter chest to belt throughput
- Replies: 3
- Views: 436
Re: Finding inserter chest to belt throughput
Ah, I see. Then there is another error I can think of: if you start with an empty belt then the start and end state are different. Meaning that it can put the first item on the target belt tile very fast when it's empty, and only after that it's limited by the belt speed providing a new drop spot ...
- Fri Aug 29, 2025 11:50 am
- Forum: Gameplay Help
- Topic: Finding inserter chest to belt throughput
- Replies: 3
- Views: 436
Re: Finding inserter chest to belt throughput
The blueprint doesn't contain your timing circuit, and it's crucial to the measurement. For example, simply disabling the inserter will not stop it from dropping items it has already picked up, after the 3600 ticks have elapsed. So you will count too many items afterwards. If instead you stop the ...
- Fri Aug 29, 2025 11:35 am
- Forum: Gameplay Help
- Topic: How can I use Interrupts to go to Parametrized Pickup Stations?
- Replies: 20
- Views: 10182
Re: How can I use Interrupts to go to Parametrized Pickup Stations?
It would be nice if we could just put wildcards in the pickup order station name.
That's not included in the game design.
...which is why I said it would be nice. It shouldn't be particularly UPS-intensive either to find matching station names, compared to the actual station selection and ...
- Fri Aug 29, 2025 10:29 am
- Forum: Gameplay Help
- Topic: How can I use Interrupts to go to Parametrized Pickup Stations?
- Replies: 20
- Views: 10182
Re: How can I use Interrupts to go to Parametrized Pickup Stations?
It would be nice if we could just put wildcards in the pickup order station name, and it would go to any matching station, instead of requiring an exact name. I think this is what OP is asking for?
Screenshot_20250829_122815r.png
I wonder if there's a suggestion for this already, didn't see one at ...
Screenshot_20250829_122815r.png
I wonder if there's a suggestion for this already, didn't see one at ...
- Sat Aug 23, 2025 3:54 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 46
- Views: 5740
Re: Possible yumako tree seed rate issue
I have stumbled upon this thread because I am having a similar issue [...]
The jelly nut farm I have is doing more than good enough, but yumako keeps having problems. Help?
Have you watched the processing, where are the seeds going? I once had a similar problem that turned out to be misdelivery ...
- Thu Aug 21, 2025 8:26 pm
- Forum: Gameplay Help
- Topic: Why is this decider combinator outputting 2 of the same signal?
- Replies: 4
- Views: 526
Re: Why is this decider combinator outputting 2 of the same signal?
Because the condition is true for both input signals, it generates H=1 for each. Did you forget an "each" condition in the second branch? How did you set your other deciders?