Search found 20 matches
- Tue Feb 11, 2025 2:06 am
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Re: Names for rocket silos so requests can be scoped to certain silo groups
The idea is that at the intersection of two disjoint logistics networks sit a (single or series of) pair(s) of requester and provider chests [...]
This post seems like it probably would be better in its own thread, because it doesn't have anything to do with satisfying platform requests from a ...
- Tue Feb 11, 2025 2:04 am
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Re: Names for rocket silos so requests can be scoped to certain silo groups
I was referring to the suggestion of allowing us to select the behaviour of a landing pad in the logistics network (requester, buffer, etc.). This change could also be directly applied to the rocket silos and could also alleviate your issue. Currently, rocket silos (in the context of a planet-wide ...
- Sat Feb 08, 2025 2:25 am
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Re: Names for rocket silos so requests can be scoped to certain silo groups
I sympathize with the instinct to think of a solution in the fastest possible time, but before posting such a solution you may want to spend thirty seconds or so to double-check that your suggestion actually solves the problem (vs solving an unrelated and simpler problem).
If you're having trouble ...
If you're having trouble ...
- Fri Feb 07, 2025 4:48 pm
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Re: Names for rocket silos so requests can be scoped to certain silo groups
... no, I'm not trying to allocate requests according to the outstanding number of items. I want platforms that perform bulk export to pull items from one pool of silos, without pulling items out of other silos that are associated with logistics networks that happen to contain that item.
Attached ...
Attached ...
- Fri Feb 07, 2025 4:33 am
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Re: Names for rocket silos so requests can be scoped to certain silo groups
If i add a silo with no name, it will be prevented to launch holmium because there may exist somewhere in the map some silo for holmium plate ? or will it send holmium still ? ( draining the wrong area potentially).
If you add a silo with no name, it will be used for platform requests that don ...
- Thu Feb 06, 2025 6:06 am
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Re: Names for rocket silos so requests can be scoped to certain silo groups
So if you add new silos, you need to add their name in all the platforms you have ? or by default they have no name and drain from anywhere breaking the naming scheme in use ? :/
By default silos have no names and requests have no name filter, so any unnamed platform request could be fulfilled ...
- Mon Feb 03, 2025 10:38 am
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Re: Names for rocket silos so requests can be scoped to certain silo groups
The mall and its silos are already in a separate logistics network from the bulk export silos.
To prevent the mall's silos from being used to satisfy holmium plate requests, the mall would have to be isolated from its own silos, which means every produced item needs to be transported from the mall ...
To prevent the mall's silos from being used to satisfy holmium plate requests, the mall would have to be isolated from its own silos, which means every produced item needs to be transported from the mall ...
- Sun Feb 02, 2025 4:48 am
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Re: Names for rocket silos so requests can be scoped to certain silo groups
Waiting for an "overhaul" to completely change a core aspect of Space Age's logistics system doesn't seem like much of a plan -- have the devs even said they're considering such a thing?
Regarding your suggested workaround, I'm not sure I follow what you mean. Buffer chests are useful for ensuring ...
Regarding your suggested workaround, I'm not sure I follow what you mean. Buffer chests are useful for ensuring ...
- Fri Jan 31, 2025 1:25 am
- Forum: Ideas and Suggestions
- Topic: Names for rocket silos so requests can be scoped to certain silo groups
- Replies: 19
- Views: 1145
Names for rocket silos so requests can be scoped to certain silo groups
TL;DR
Rocket silos should have names (similar to train stations), and logistic requests from platforms should be able to request from specific silo names.
What?
This suggestion has two components:
Allow rocket silos to have optional names. Multiple silos on a surface can have the same name ...
Rocket silos should have names (similar to train stations), and logistic requests from platforms should be able to request from specific silo names.
What?
This suggestion has two components:
Allow rocket silos to have optional names. Multiple silos on a surface can have the same name ...
- Mon Jan 27, 2025 11:16 am
- Forum: Minor issues
- Topic: [2.0.32] [Linux host, Mac client] Steam remote streaming mouse/kb inputs don't work if host monitor is off
- Replies: 1
- Views: 176
[2.0.32] [Linux host, Mac client] Steam remote streaming mouse/kb inputs don't work if host monitor is off
When I use Steam's remote streaming feature to run Factorio on my Linux desktop (amd64, X11) and stream it to my macOS laptop (arm64), it works fine if the host's monitor is on, but if the host's monitor is off then inputs (mouse, keys) don't seem to work properly. Clicking the mouse anywhere on the ...
- Fri Jan 17, 2025 10:26 am
- Forum: Ideas and Suggestions
- Topic: Recipe for calcite from stone to reduce late-game landing pad congestion
- Replies: 3
- Views: 553
Re: Recipe for calcite from stone to reduce late-game landing pad congestion
I'm currently at ~5k SPM before bonuses, and am planning the next size up (target 50k). That target puts my Nauvis base over what can be transferred out of the landing pad with legendary stack inserters, so I'm trying to figure out the rough division of bot throughput before I start ripping up the ...
- Thu Jan 16, 2025 3:20 am
- Forum: Ideas and Suggestions
- Topic: Recipe for calcite from stone to reduce late-game landing pad congestion
- Replies: 3
- Views: 553
Recipe for calcite from stone to reduce late-game landing pad congestion
Summary
Add a recipe to produce calcite from stone, so that late-game Nauvis bases don't need to spend landing pad throughput on calcite.
What?
Add a recipe to extract calcite from stone. To avoid making the early game too easy this recipe should either be late game (i.e. locked behind Aquilo ...
Add a recipe to produce calcite from stone, so that late-game Nauvis bases don't need to spend landing pad throughput on calcite.
What?
Add a recipe to extract calcite from stone. To avoid making the early game too easy this recipe should either be late game (i.e. locked behind Aquilo ...
- Sun Dec 08, 2024 12:26 pm
- Forum: Ideas and Suggestions
- Topic: Add a graphical option to draw a solid color border around turret coverage
- Replies: 0
- Views: 114
Add a graphical option to draw a solid color border around turret coverage
I'm having a difficult time viewing turret coverage on Gleba due to the color scheme. The purple terrain is close enough to red that the shading isn't distinguishable, and the green shaded by red is very close to the color of the brown "highlands".
Would it be possible to get a graphical option to ...
Would it be possible to get a graphical option to ...
- Sat Dec 07, 2024 2:40 am
- Forum: Ideas and Suggestions
- Topic: [2.0] Rail stations on elevated rails
- Replies: 2
- Views: 802
Re: [2.0] Rail stations on elevated rails
I use stations to control routing within the train network, for example to separate local trains (1-4-1) from long-distance bulk haulers (1-8), or to inspect the train contents and route them differently if the train is full or only partially-loaded. Combining empty stations with combinators and ...
- Fri Dec 06, 2024 3:27 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] Rail stations on elevated rails
- Replies: 2
- Views: 802
[2.0] Rail stations on elevated rails
It would be nice to be able to attach a rail station on an elevated rail segment, so the station can serve as a navigational / routing waypoint. Especially on Fulgora, where most of the long-distance train network is elevated and islands large enough for ground-level intersections are far apart.
- Sun Nov 03, 2024 4:01 am
- Forum: Implemented Suggestions
- Topic: Allow train interrupts to be inserted before current destination station
- Replies: 2
- Views: 413
Allow train interrupts to be inserted before current destination station
When using the "destination station is full" interrupt condition to redirect trains to a parking area, the interrupt's new stops get added after the current destination. This makes it difficult to reuse interrupts for multiple train groups, because to avoid skipping stops the names of each station ...
- Mon Oct 28, 2024 4:16 pm
- Forum: Not a bug
- Topic: [2.0.11] Recycling a tank with equipment grid items produces same output as recycling an empty tank
- Replies: 1
- Views: 437
[2.0.11] Recycling a tank with equipment grid items produces same output as recycling an empty tank
If I put an item into a tank's equipment grid and then deconstruct and recycle the tank, the recycler output doesn't have any components of the equipment in it.
For example, a portable fission reactor recycled by itself produces uranium fuel cells, but if it's equipped to a tank and the tank is ...
For example, a portable fission reactor recycled by itself produces uranium fuel cells, but if it's equipped to a tank and the tank is ...
- Mon Oct 28, 2024 4:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.11] Portable solar panel not affected by per-planet insolation
- Replies: 5
- Views: 2683
[StrangePan][2.0.11] Portable solar panel not affected by per-planet insolation
On Fulgora a full-sized solar panel produces 12 kW (-80% penalty), and a personal solar panel in the equipment grid produces 30 kW (no reported penalty).
This might be intended behavior for gameplay purposes, but it seems strange that a 1x1 grid module produces 2.5x a 3x3 building of the same ...
This might be intended behavior for gameplay purposes, but it seems strange that a 1x1 grid module produces 2.5x a 3x3 building of the same ...
- Mon Oct 28, 2024 4:04 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] Allow tanks to be selected from map view in areas without radar coverage
- Replies: 0
- Views: 745
[2.0] Allow tanks to be selected from map view in areas without radar coverage
When remote driving the tank, it's common to accidentally exit the remote drive mode (such as by pressing escape to save). If this happens while the tank is in an area with radar coverage then there's no problem, just find it again on the map and re-enable remote drive. But if the tank is outside ...
- Tue Oct 22, 2024 1:59 am
- Forum: Duplicates
- Topic: [2.0.8] [linux64] Freeze immediately after first achievement popup
- Replies: 1
- Views: 221
[2.0.8] [linux64] Freeze immediately after first achievement popup
I started my first Space Age game this morning, and the game froze immediately after achieving steam power.
The achievement notification popup did appear and the sound played. Music continued to play, but the game state was frozen, the UI didn't respond to mouse clicks, and the clock overlay was ...
The achievement notification popup did appear and the sound played. Music continued to play, but the game state was frozen, the UI didn't respond to mouse clicks, and the clock overlay was ...