TL;DR
Provide some explanation why you can't put a chest or train track on a space platform because of low gravity, but you can leave items on the platform surface and they just sit there.
What?
I don't have any specific ideas, and I'm not suggesting changing it because it's clearly a balancing ...
Search found 10 matches
- Mon Nov 18, 2024 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Items sitting loose in space is weird
- Replies: 1
- Views: 257
- Mon Nov 18, 2024 5:26 pm
- Forum: Ideas and Suggestions
- Topic: Make "green" and "red" into signal modifiers
- Replies: 0
- Views: 356
Make "green" and "red" into signal modifiers
TL;DR
Create green and red variants of all signals that only read from/send to the corresponding network, when selecting signals in control UIs.
What?
Quality introduces a new UI for creating modified signals that carry quality information.
The same concept can be used to give each signal ...
Create green and red variants of all signals that only read from/send to the corresponding network, when selecting signals in control UIs.
What?
Quality introduces a new UI for creating modified signals that carry quality information.
The same concept can be used to give each signal ...
- Mon Nov 18, 2024 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 64002
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Throwing another +1 on this; I really want to use it to automatically resupply bases.
- Mon Nov 18, 2024 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Roboport robot requests limit?
- Replies: 9
- Views: 2413
Re: Roboport robot requests limit?
I don't think "the robots need somewhere to go" makes sense as an argument against this feature, because roboports already have a maximum capacity and it's perfectly possible to overwhelm a network with more bots than it can actually hold.
This would be a very useful feature particularly for ...
This would be a very useful feature particularly for ...
- Wed Nov 13, 2024 6:13 pm
- Forum: Ideas and Suggestions
- Topic: Allow the insertion of rocket part ingredients into the rocket silo.
- Replies: 6
- Views: 2818
Re: Allow the insertion of rocket part ingredients into the rocket silo.
I second this. I would also like to extend on the
Why?
There is currently no way of communicating between platform, rocket silo and landing pad. That means if I request 1000 processing units in orbit, and I have 1250 processing units on the ground, then 1200 will get sent up. There is no way for ...
- Wed Nov 13, 2024 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 51
- Views: 7186
Re: Please, PLEASE make circuit connection behavior configurable per wire
I'd like to suggest an alternative implementation of the same goal.
Instead of adding red/green UI everywhere, make "red", "green", and into modifiers that apply overtop existing signals, selectable in the signal selection UI, in the same way that you can apply quality overtop an existing signal ...
Instead of adding red/green UI everywhere, make "red", "green", and into modifiers that apply overtop existing signals, selectable in the signal selection UI, in the same way that you can apply quality overtop an existing signal ...
- Wed Nov 13, 2024 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Chest locked slot circuit control.
- Replies: 0
- Views: 290
Chest locked slot circuit control.
TL;DR
Add a circuit control to chests that controls the number of locked (red) slots.
What?
All circuit-connected chests should have an additional, toggleable circuit mode that reads a specified signal (default L?) and controls the number of locked slots in the chest. If the signal is <= 0, all ...
Add a circuit control to chests that controls the number of locked (red) slots.
What?
All circuit-connected chests should have an additional, toggleable circuit mode that reads a specified signal (default L?) and controls the number of locked slots in the chest. If the signal is <= 0, all ...
- Fri Nov 01, 2024 1:11 am
- Forum: Modding interface requests
- Topic: Modding request: Separate rocket silo behaviour into two-stage crafters and rocket launchers
- Replies: 1
- Views: 335
Modding request: Separate rocket silo behaviour into two-stage crafters and rocket launchers
TL;DR
Make it possible to have two-stage non-rocket assembly machines, and single-stage assembly in rocket silos.
What?
It should be possible for any recipe to be two-stage, requiring completion of a sub-recipe in order to progress on the main recipe. This could then be used in other kinds of ...
Make it possible to have two-stage non-rocket assembly machines, and single-stage assembly in rocket silos.
What?
It should be possible for any recipe to be two-stage, requiring completion of a sub-recipe in order to progress on the main recipe. This could then be used in other kinds of ...
- Wed Oct 30, 2024 4:23 pm
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 45
- Views: 21775
Re: Allow logistics transfers between space platforms
I think this is a critically missing feature too. It would be very flavourful to be able to make a giant space starion that prepares ammo and fuel for other platforms. Instead of making big ships, you could make little zippy cargo ships with no local production.
But this would have some significant ...
But this would have some significant ...
- Fri Mar 29, 2024 11:03 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 37786
Re: Friday Facts #404 - Frustration not found
Please make the pipette copy entity settings like recipe, even from ghosts! It's really annoying to have to copy paste the recipe separately when pipetting!