This is a great point, the numbers tell more than whoever is screaming the loudest! I am curious to see what/if the dev's will change for Gleba in future patches given how controversial the planet is.fencingsquirrel wrote: Sat Jan 25, 2025 6:31 pm The steam achievements speak 1000 words about gleba.
Search found 7 matches
- Sat Jan 25, 2025 7:54 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 357
- Views: 58304
Re: Gleba has killed the game for me.
- Fri Jan 10, 2025 5:38 am
- Forum: Gameplay Help
- Topic: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
- Replies: 8
- Views: 1445
Re: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
While I might not call it a bug, it does seem 'buildings' have a trash slot for spoilage to prevent this from happening. It seems the captive biter nest however does not? It's really hard to say what is happening in my situation as it's always when I'm off planet for hours.
EDIT: So I recaptured my ...
EDIT: So I recaptured my ...
- Tue Jan 07, 2025 5:02 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 357
- Views: 58304
Re: Gleba has killed the game for me.
After doing gleba bases on a regular and deathworld run... I still dislike spoilage but it is mostly manageable. However, at no point do I find it 'fun' which is unfortunate.
The stompers are also a bit too OP, but Ive found with a wall of landmines far out and plenty of tesla turrets closer in ...
The stompers are also a bit too OP, but Ive found with a wall of landmines far out and plenty of tesla turrets closer in ...
- Tue Jan 07, 2025 4:31 am
- Forum: Gameplay Help
- Topic: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
- Replies: 8
- Views: 1445
Re: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
I'm having this issue with the captive biter nests. The bioflux spoils while in hand and locks it up as the nest doesn't accept the spoilage at all. I tried using another inserter to grab from the original, but that idea was a bust. I don't think this can be prevented and is fairly annoying to lose ...
- Mon Jan 06, 2025 4:57 pm
- Forum: Releases
- Topic: Version 2.0.29
- Replies: 9
- Views: 9755
Re: Version 2.0.29
Bug? If you click to remove a blueprint from a chest in remote view (shows up with red X for removal), you can't cancel it because right click opens the blueprint item gui.
My workaround was to unbind right click to open gui, cancel the order, then re-bind the key.
Potential fix? Have cancel order ...
My workaround was to unbind right click to open gui, cancel the order, then re-bind the key.
Potential fix? Have cancel order ...
- Wed Nov 06, 2024 2:10 am
- Forum: Gameplay Help
- Topic: WTH am i doing wrong
- Replies: 4
- Views: 568
Re: WTH am i doing wrong
You need to use up all the products from the oil refinery, you have petroleum and light oil backing up. When all products are moved out, it'll start making more. Same as an assembly machine, when output fills up, it stops until it gets emptied.
- Tue Jan 18, 2022 4:54 pm
- Forum: Logistic Train Network
- Topic: Disabling depots
- Replies: 4
- Views: 2955
Re: Disabling depots
Super old thread but still comes up in google.
To prevent non-empty trains from dispatching:
Wire the Depot train stop to a Rail signal in front of it. If train not empty, then disable the rail signal. Can also add a speaker for an alert too.
Works for both standard and fluid cargo.
To prevent non-empty trains from dispatching:
Wire the Depot train stop to a Rail signal in front of it. If train not empty, then disable the rail signal. Can also add a speaker for an alert too.
Works for both standard and fluid cargo.