Search found 459 matches

by Avezo
Thu Dec 19, 2024 11:20 pm
Forum: Gameplay Help
Topic: Alert for early planet drop
Replies: 3
Views: 295

Re: Alert for early planet drop

ups, sorry, there is actually an alert, but it shows after a while

please ignore this suggestion
by Avezo
Thu Dec 19, 2024 10:56 pm
Forum: Gameplay Help
Topic: Alert for early planet drop
Replies: 3
Views: 295

Alert for early planet drop

Could we please get an alert icon + map mark for planetary drops that are made before bulding Cargo landing pad?
Reason is, that it's easy to lose the spot when we landed when we are on the new plantet the first time (and cargo lands around there).
by Avezo
Wed Dec 18, 2024 1:17 pm
Forum: Gameplay Help
Topic: Holmium output instead of electrolyte - a bug?
Replies: 2
Views: 247

Holmium output instead of electrolyte - a bug?

12-18-2024, 14-15-20.png
12-18-2024, 14-15-20.png (683.75 KiB) Viewed 247 times
I'm not sure if I'm doing something wrong or is this a bug, but I keep getting holmium solution output instead of electrolyte, tried replacing everything and got same result. Any ideas what's wrong here?
by Avezo
Tue Dec 17, 2024 2:50 pm
Forum: Gameplay Help
Topic: Thruster vs chem plants ratios
Replies: 4
Views: 602

Re: Thruster vs chem plants ratios

Thanks a lot everyone!
by Avezo
Tue Dec 17, 2024 11:49 am
Forum: Gameplay Help
Topic: Thruster vs chem plants ratios
Replies: 4
Views: 602

Thruster vs chem plants ratios

Sorry if it was alredy asked somewhere, but I'm getting lost with calculating how much fuel and oxidizer do I need to produce during the transit between planets.

Lets say I have 3 thrusters, each consume 120/s each. 360/s total.
1 chem plant produces 37.5/s each.

So, it seems I need almost 10 chem ...
by Avezo
Tue Oct 01, 2024 10:33 am
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 54827

Re: Friday Facts #430 - Drowning in Fluids

Not sure I like the change, in real life pipelines easily go for thousands of miles.
by Avezo
Fri Jul 05, 2024 7:42 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 56007

Re: Friday Facts #418 - Space Age release date

Guessing all old saves will no longer work in new dlc?
by Avezo
Sat Jun 01, 2024 4:46 am
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 122
Views: 33169

Re: Friday Facts #413 - Gleba

Looks nice but I'm missing Jungle wibe, it's Fungish, Algaeish, but not very Junglish. Large ferns like on ancient Earth could be nice addition too.
by Avezo
Fri Dec 29, 2023 4:52 am
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 73
Views: 22989

Re: Friday Facts #390 - Noise expressions 2.0

Reminds me of dwarf fortress map generator
by Avezo
Sun Oct 06, 2019 2:55 pm
Forum: This Forum
Topic: Forgot my password (or not)
Replies: 3
Views: 2887

Re: Forgot my password (or not)

Ok nevermind this all, fortunately I were still logged in on my old laptop so I know my email here now.
by Avezo
Sat Aug 31, 2019 11:59 am
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 46933

Re: Friday Facts #310 - Glowing Heat pipes

If glow was animated, heated up pipes radiated a bit from super bright to less bright, I think their brightness wouldn't be much of a problem.
by Avezo
Mon Aug 05, 2019 7:16 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 356486

Re: Friday Facts #305 - The Oil Changes

A lot of issues related to oil wall would be solved if we had construction bots earlier.

We could have construction bots earlier if electric engines didn't require lubricant.

Why not just remove lubricant from electric engines recipe and maybe add it to other higher-level recipes instead?

Or (as ...
by Avezo
Mon Jul 29, 2019 8:46 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 356486

Re: Friday Facts #305 - The Oil Changes



Tbh with changes to oil being still an open debate, PLEASEEEEE use this last chance to introduce fluid fuels for trains without having to use barrels like mentioned above.

It not only just makes sense, it also partially solves problems of getting locked down with too much fluid/oil/gas/etc of ...
by Avezo
Mon Jul 29, 2019 5:47 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 356486

Re: Friday Facts #305 - The Oil Changes

Tbh with changes to oil being still an open debate, PLEASEEEEE use this last chance to introduce fluid fuels for trains without having to use barrels like mentioned above.

It not only just makes sense, it also partially solves problems of getting locked down with too much fluid/oil/gas/etc of one ...
by Avezo
Sun Jul 28, 2019 9:08 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 356486

Re: Friday Facts #305 - The Oil Changes

Wouldn't it have been easier to just remove lubricant altogether instead? It barely have any uses anyway and bots wouldn't be pushed that far into later game?

Leaving alone that to me it always felt weird that electric engines of all things require lubricant, but all other things for which ...
by Avezo
Sat Jul 27, 2019 8:04 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 356486

Re: Friday Facts #305 - The Oil Changes

Partial solution is to have just 2 products from oil refiery - 'gas' and 'refined oil' or somesuch. And removing entire cracking chain in chem plants from vanilla game.
by Avezo
Sat Jul 27, 2019 8:14 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 356486

Re: Friday Facts #305 - The Oil Changes

Wouldn't it be better to remove cracking of oils in chemical plants and move it to refineries instead with new recipes or somesuch? That way unlocking new recipes for refineries wouldn't require huge overhaul of entire refinery area.
by Avezo
Fri Jul 26, 2019 5:06 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 356486

Re: Friday Facts #305 - The Oil Changes

I were complaining about stuff like that right at the start when changes to science packs, chemical in particular were announced...

Better late than never I guess.

Now, if only you took a look at complexity of red circuits the same way - that it's too early in progression path to require them in ...
by Avezo
Sat Jul 20, 2019 1:09 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 262039

Re: Friday Facts #304 - Small bugs; Big changes

I still think that main difficulty spike reason at chemical science pack are red circuits, not refineries.
by Avezo
Sat Jun 29, 2019 1:51 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 30299

Re: Friday Facts #301 - Crash site: First state

Would be cool if there was a scenario with not-crash landing site, where you start with most of technologies unlocked and can go straight to end-game.

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