Search found 6 matches
- Wed Apr 23, 2025 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Biochamber changes
- Replies: 0
- Views: 346
Biochamber changes
Biochambers are in a weird spot. They require the most setup compared to any other planet building while offering the least reward. Being 3 by 3 means they're limited to 12 beacons at most, requiring additional input/output slots along with a nutrient source, and for what? Alternative oil cracking ...
- Sat Dec 07, 2024 6:12 pm
- Forum: Pending
- Topic: [2.0.23] Stack inserters will very rarely pick up an extra item
- Replies: 2
- Views: 341
Re: [2.0.23] Stack inserters will very rarely pick up an extra item
That was probably the issue Boskid! I linked a stone patch to my rail build directly, so a stack size lower than four could appear if a big drill ran out of stone. I'll check later if removing modules still causes deadlocks. You're welcome to resolve this issue.
- Mon Dec 02, 2024 10:35 pm
- Forum: Pending
- Topic: [2.0.23] Stack inserters will very rarely pick up an extra item
- Replies: 2
- Views: 341
[2.0.23] Stack inserters will very rarely pick up an extra item
Stack inserters will very rarely pick up an extra item off a two lane belt and deadlock themselves. I noticed this happening every ~15 or so hours with my rail assemblers for purple science, picking up an extra stone or steel, which is very annoying when constantly researching mining production. I ...
- Mon Dec 02, 2024 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction Planner Tweaks
- Replies: 1
- Views: 349
Deconstruction Planner Tweaks
1. Add the ability to remove cliffs with a "Trees/rocks" deconstruction planner or add a "Cliff" checkbox post cliff explosives.
Right now there's no way to decon cliffs with a deconstruction planner set to trees/rocks. It's different from what it was in 1.0 and it makes deconstructing stuff a pain ...
Right now there's no way to decon cliffs with a deconstruction planner set to trees/rocks. It's different from what it was in 1.0 and it makes deconstructing stuff a pain ...
- Fri Nov 22, 2024 2:42 am
- Forum: Duplicates
- Topic: Research unlocked by crafting don't "Finish" being researched visually
- Replies: 1
- Views: 327
Research unlocked by crafting don't "Finish" being researched visually
Research unlocked by crafting don't "Finish" being researched visually
Instead of saying that it's just researched, it keeps the green bar at the top and sets the researched amount to 100%. Super niche visual inconsistency but now I can't unsee it.
Instead of saying that it's just researched, it keeps the green bar at the top and sets the researched amount to 100%. Super niche visual inconsistency but now I can't unsee it.
- Sun Oct 27, 2024 12:54 am
- Forum: Ideas and Suggestions
- Topic: [DLC] Strange fail conditions for the "Rush to space" achievement
- Replies: 8
- Views: 2457
[DLC] Strange fail conditions for the "Rush to space" achievement
IDK if this is the right section for this but it seems like a weird inconsistency
The "Rush to space" achievement fails if you research either yellow/purple science instead of using it in a lab or crafting it in game. This is incredibly strange as all other achievements that related to science ...
The "Rush to space" achievement fails if you research either yellow/purple science instead of using it in a lab or crafting it in game. This is incredibly strange as all other achievements that related to science ...