Search found 10 matches

by PSYCHOELECTRIC
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: 30

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 ...
by PSYCHOELECTRIC
Sat Nov 16, 2024 6:53 am
Forum: Ideas and Suggestions
Topic: Reduce cargo landing pad alignment
Replies: 1
Views: 63

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
by PSYCHOELECTRIC
Tue Nov 12, 2024 4:01 pm
Forum: Ideas and Suggestions
Topic: per-surface alert mute
Replies: 2
Views: 91

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...
by PSYCHOELECTRIC
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: 66
Views: 3830

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 expensive...
by PSYCHOELECTRIC
Sun Nov 10, 2024 12:57 pm
Forum: Ideas and Suggestions
Topic: Allow adding aliases to items
Replies: 2
Views: 101

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 ...
by PSYCHOELECTRIC
Sun Nov 10, 2024 12:36 pm
Forum: Ideas and Suggestions
Topic: Show radar coverage in map view
Replies: 10
Views: 1124

Re: Show radar coverage in map view

+1, even for map view blueprinting it would be nice just as a QOL
by PSYCHOELECTRIC
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: 66
Views: 3830

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
by PSYCHOELECTRIC
Sun Oct 27, 2024 8:08 am
Forum: Not a bug
Topic: [2.0.11] Fulgora storms can completely stop working at all
Replies: 4
Views: 312

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...
by PSYCHOELECTRIC
Sun Oct 27, 2024 7:47 am
Forum: Not a bug
Topic: [2.0.11] Fulgora storms can completely stop working at all
Replies: 4
Views: 312

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.
by PSYCHOELECTRIC
Sun Oct 27, 2024 7:35 am
Forum: Not a bug
Topic: [2.0.11] Fulgora storms can completely stop working at all
Replies: 4
Views: 312

[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...

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