Search found 9 matches
- Mon Nov 11, 2024 11:05 pm
- Forum: Gameplay Help
- Topic: Help to understand the logic on this interrupt
- Replies: 6
- Views: 320
Re: Help to understand the logic on this interrupt
If you want the ship to leave when all the request are fulfilled, you can make it in the schedule or as a condition for interrupt, it is the first option. that doesn't work for you ? I don't really want to put it on schedule since this will require me to put it every time I add a new station. I wan...
- Mon Nov 11, 2024 11:02 pm
- Forum: Gameplay Help
- Topic: Help to understand the logic on this interrupt
- Replies: 6
- Views: 320
Re: Help to understand the logic on this interrupt
Ok, it seems I got some insights into the logic. Let's put it this way signals based on the current trip go this way π = 1 When you travel from this planet π = 2 When you travel to this planet π = 3 When you are stationary so if you send the ship by clicking the button on the route planner with no o...
- Mon Nov 11, 2024 9:05 pm
- Forum: Gameplay Help
- Topic: Help to understand the logic on this interrupt
- Replies: 6
- Views: 320
Re: Help to understand the logic on this interrupt
I am trying to make the ship recharge resources before any other mission on this planet. so for example this send it to gleba to get cience 11-11-2024, 22-03-52.png But if get the science to fast then leave the planet with no bullets or get lost BCS of not fuel 11-11-2024, 22-04-43.png So this makes...
- Mon Nov 11, 2024 9:01 pm
- Forum: Gameplay Help
- Topic: Help to understand the logic on this interrupt
- Replies: 6
- Views: 320
Re: Help to understand the logic on this interrupt
Ok it seems this should be doing what I expect, but is not
Is weird looking in the UI- Mon Nov 11, 2024 8:49 pm
- Forum: Gameplay Help
- Topic: Help to understand the logic on this interrupt
- Replies: 6
- Views: 320
Help to understand the logic on this interrupt
11-11-2024, 21-43-02.png In this image the logic seems to be bullets less than 400 or Oxidizer less than 20k or Red fuel less thank 20K and gleba = 3 This is not what I need, I need: if On Gleba AND ( bullets less than 400 or Oxidizer less than 20k or Red fuel less thank 20K ) But if I put the plan...
- Sat Nov 09, 2024 9:38 am
- Forum: Bug Reports
- Topic: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
- Replies: 38
- Views: 6027
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
I noticed on the lateatest release they modified the prio a fluid gets into a system
120390
This probably will fix our issues
120390
This probably will fix our issues
- Sat Oct 26, 2024 5:18 pm
- Forum: Bug Reports
- Topic: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
- Replies: 38
- Views: 6027
Re: [2.0.11] Thrusters swapping Fuel and Oxidizer
HI this problem is also happening to me and it is very annoying
- Sat Oct 26, 2024 9:41 am
- Forum: Not a bug
- Topic: Items on space platform belts are lost when the belt is mined
- Replies: 4
- Views: 612
Re: Items on space platform belts are lost when the belt is mined
Thanks for the clarification, that being said, it just feel bad loosing some asteroids just for refactoring, but I understand the point. A follow-up question is If i understood well that mean only items derived from asteroids will be removed? Is the game capable of identifying when iron ore is from ...
- Fri Oct 25, 2024 7:45 pm
- Forum: Not a bug
- Topic: Items on space platform belts are lost when the belt is mined
- Replies: 4
- Views: 612
Re: Items on space platform belts are lost when the belt is mined
What would be then the correct approach to not lose the Items play snake with the belts and put them back into the command center? this really seems pushing the player to a unfun activity