one thing i was hoping for from landing on gleba was some way to harness the fruits into a nonspoilable consumable, especially after fish were make spoilable. with the speed boost the jellynut and health of yumako, i think an energy drink would be an obvious idea for this, at least aesthetically.
i ...
Search found 19 matches
- Sun Dec 01, 2024 2:29 am
- Forum: Ideas and Suggestions
- Topic: Add an energy drink for later-game non expirable food needs
- Replies: 1
- Views: 265
- Thu Nov 28, 2024 3:17 am
- Forum: Balancing
- Topic: (smaller) asteroids should be able to take damage from tesla turrets
- Replies: 1
- Views: 408
(smaller) asteroids should be able to take damage from tesla turrets
currently, it feels like teslas have too little use outside of gleba. and i think a mixure of people thinking it requires ammo and just feeling like its too much of a hassle to even craft, it seems like a very very middling building. especially since lasers are cheaper and basically always as ...
- Fri Nov 22, 2024 11:00 am
- Forum: Balancing
- Topic: The distances between planets are too short
- Replies: 6
- Views: 1505
Re: The distances between planets are too short
its kinda unfortunately short because it has to be. the long voyage comes later, which you have to slow down for anyway or die to ups goblins.
- Fri Nov 22, 2024 10:56 am
- Forum: Ideas and Suggestions
- Topic: per-surface alert mute
- Replies: 3
- Views: 430
Re: per-surface alert mute
thanks, but this wasnt relevant to my suggestion.BlueTemplar wrote: Tue Nov 12, 2024 4:22 pm see also :
Configurable Alerts
Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms
- Fri Nov 22, 2024 10:00 am
- Forum: Ideas and Suggestions
- Topic: [2.0.21] buttons for changing research priority should return, icon should have drag functionality
- Replies: 2
- Views: 278
Re: [2.0.21] buttons for changing research priority should return, icon should have drag functionality
im aware its on the icon, i worded it weirdly. i only meant to just add the buttons back. i just called it an icon because i couldnt remember the word ribbed, for some reason lol
- Thu Nov 21, 2024 8:05 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.21] buttons for changing research priority should return, icon should have drag functionality
- Replies: 2
- Views: 278
[2.0.21] buttons for changing research priority should return, icon should have drag functionality
2.0.21 adds dragging as a feature to change research priority, and i 100% agree that dragging should be an option. however, with this change, the manual buttons have been removed. both from an accessibility and new-player standpoint, the buttons are good to have if its not obvious what the new bars ...
- Thu Nov 21, 2024 7:51 pm
- Forum: Ideas and Suggestions
- Topic: Output more fluid when using higher quality recipes (i.e. for Holmium Solution)
- Replies: 19
- Views: 2351
Re: Output more fluid when using higher quality recipes (i.e. for Holmium Solution)
+1 would actually incentivize me to make infrastructure that supports quality holmium ore
- Sat Nov 16, 2024 11:16 am
- Forum: Balancing
- Topic: Epic and Legendary quality unlocks
- Replies: 10
- Views: 10196
Re: Epic and Legendary quality unlocks
personally, i think its fine as-is due to quality generally being a post-game mechanic anyway. its mostly just there to reduce UPS or gamble for early boosts. its not worth investing in that hard until aquilo anyway, since promethium harvesting grants many-a-boon to higher tier harvesters
- Sat Nov 16, 2024 11:06 am
- Forum: Balancing
- Topic: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
- Replies: 29
- Views: 9855
Re: Space Age - Low Density Structure Casting vastly inferior to Assembler Recipe
this heavily neglects the insane crafting speed multiplier of foundries. at base, 1.25 for assembler3, and 4 for foundry. you also skip belt downtime, only limited by molten iron/copper and plastic input. if you value exclusively input to output, the extra step is yes, worth it. but if you value ...
- Sat Nov 16, 2024 7:15 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Change Lights on Moduled Beacons to be respective of their quality color for easier identification
- Replies: 0
- Views: 161
Suggestion: Change Lights on Moduled Beacons to be respective of their quality color for easier identification
currently, theres no way to identify what quality the module on the beacon is without manually clicking on them, as alt-mode also doesnt display the qualities are unlike other moduable buildings. this makes it hard if you wanted to replace a high-tier module with a lower-tier module, or if you were ...
- Sat Nov 16, 2024 6:53 am
- Forum: Ideas and Suggestions
- Topic: Reduce cargo landing pad alignment
- Replies: 1
- Views: 322
Re: Reduce cargo landing pad alignment
agreed, annoyed me too on aquilo, only costed me 1 heating pipe but still annoyed me enough to remember it lol
i assume the reason has to with cargo add-ons being similarly stuck to a 2x2 grid
i assume the reason has to with cargo add-ons being similarly stuck to a 2x2 grid
- Tue Nov 12, 2024 4:01 pm
- Forum: Ideas and Suggestions
- Topic: per-surface alert mute
- Replies: 3
- Views: 430
per-surface alert mute
with now having a lot of different surfaces, some places set off alerts quite a bit, despite being basically ignorable. but some places hearing the alert is still good information to have, just in case you arent paying much attention to the blinking notifications. i propose a per-surface mute button ...
- Mon Nov 11, 2024 1:31 am
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 75
- Views: 13850
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
the intent is definitely that you make multiple micro-bases and train it away, rather than one interconnected base
I mean, it's right there in the second Fulgora blog about the recyclers:
foundation isnt necessarily hard to get to, it something that i think is neat, and could have been an ...
- Sun Nov 10, 2024 12:57 pm
- Forum: Ideas and Suggestions
- Topic: Allow adding aliases to items
- Replies: 2
- Views: 265
Re: Allow adding aliases to items
+1, something similar to the upgrade planner where you simply add the item, and manually put in the words you want, and if you have multiple words for the same simply use a comma. i think adding some sort of "alias" book would be good for new saves or people who also innately know it by a certain ...
- Sun Nov 10, 2024 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Show radar coverage in map view
- Replies: 19
- Views: 2805
Re: Show radar coverage in map view
+1, even for map view blueprinting it would be nice just as a QOL
- Sun Nov 10, 2024 12:34 pm
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 75
- Views: 13850
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
i think making something similar to elevated rails, but something akin to the basic pole that can be placed on oil ocean would be neat. but the intent is definitely that you make multiple micro-bases and train it away, rather than one interconnected base
- Sun Oct 27, 2024 8:08 am
- Forum: Not a bug
- Topic: [2.0.11] Fulgora storms can completely stop working at all
- Replies: 5
- Views: 968
Re: [2.0.11] Fulgora storms can completely stop working at all
you dont have to, im not seeking approval, just help. your assumption was right however, somehow time was paused, but it was done so on every planet. no mods were installed 4 hours prior, so i genuinely have no clue how it happened. thanks for the help. i can assure you i definitely didnt pause time ...
- Sun Oct 27, 2024 7:47 am
- Forum: Not a bug
- Topic: [2.0.11] Fulgora storms can completely stop working at all
- Replies: 5
- Views: 968
Re: [2.0.11] Fulgora storms can completely stop working at all
i didnt mess with time at all, ill see if day cycle is running on other planets.
- Sun Oct 27, 2024 7:35 am
- Forum: Not a bug
- Topic: [2.0.11] Fulgora storms can completely stop working at all
- Replies: 5
- Views: 968
[2.0.11] Fulgora storms can completely stop working at all
i noticed i was consistently getting low power for a few hours, but didnt have the chance to investigate as i was busy redesigning another part of the base. the only possible reasoning outside of random chance would be i disabled enemy expansion and evolution via console command. i re-enabled it and ...