Search found 19 matches
- Tue Jan 14, 2025 2:03 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 11722
Re: The +300% productivity cap should be documented in-game or removed
So... it does show that there is a cap. Yet...
01-12-2025, 20-35-52.png
Does it only communicate that the productivity bonus has reached its hard cap if the bonus reaches or exceeds +300%?
So, OP is slightly incorrect, in that the game does document the +300% cap, but only if you manage to ...
- Tue Jan 14, 2025 12:14 am
- Forum: Ideas and Suggestions
- Topic: Use "O" to open space platform hub
- Replies: 3
- Views: 576
Re: Use "O" to open space platform hub
I don't think there's enough of a relationship between trains and platforms to make that binding be context sensitive like that. However, I'm certainly in favor of it becoming keybindable, because if it is, it means we can all bind it to whatever makes the most sense to us.
If you could keybind it ...
If you could keybind it ...
- Mon Jan 13, 2025 2:10 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 71
- Views: 25028
Re: Auto-launching of mixed rockets
Maybe a smaller and less balance upsetting change would be a third mode for rocket launches aside from logistic requests and manual launches, which could be like a semi-manual option.
Perhaps you could set requests for specific distinct items and distinct quantities of those items, much like with a ...
Perhaps you could set requests for specific distinct items and distinct quantities of those items, much like with a ...
- Mon Jan 13, 2025 1:39 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 11722
Re: The +300% productivity cap should be documented in-game or removed
So... it does show that there is a cap. Yet...
01-12-2025, 20-35-52.png
Does it only communicate that the productivity bonus has reached its hard cap if the bonus reaches or exceeds +300%?
So, OP is slightly incorrect, in that the game does document the +300% cap, but only if you manage to ...
01-12-2025, 20-35-52.png
Does it only communicate that the productivity bonus has reached its hard cap if the bonus reaches or exceeds +300%?
So, OP is slightly incorrect, in that the game does document the +300% cap, but only if you manage to ...
- Sun Jan 12, 2025 10:36 pm
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 11722
Re: The +300% productivity cap should be documented in-game or removed
And if you somehow missed the machine tooltips saying "cap = 300%"...
Wait, I thought OP's point was that this information is not in the tooltip, rather, their words are that it is not documented in the game anywhere. I know for sure I've seen certain caps in tooltips, as OP mentioned the ...
- Sun Jan 12, 2025 9:50 pm
- Forum: Ideas and Suggestions
- Topic: Inactivity System to prevent Stack Inserters from getting stuck
- Replies: 16
- Views: 2612
Re: Inactivity System to prevent Stack Inserters from getting stuck
The above point about how what you're describing is just a bulk inserter is totally accurate. And, really, if a stack inserter is stalling because of an issue like that, doesn't that imply you don't even need the greater overall item moving speed that they provide anyway? Even if you do, wouldn't ...
- Sun Jan 12, 2025 9:35 pm
- Forum: Ideas and Suggestions
- Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
- Replies: 40
- Views: 5805
Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation
+1
Like so many things of this nature, it seems that the only real solution is to make it configurable in the interface settings somewhere, and it's configurable in the console that means it can't be that complex to add it there, no?
Assuming this can be added to the interface settings without ...
Like so many things of this nature, it seems that the only real solution is to make it configurable in the interface settings somewhere, and it's configurable in the console that means it can't be that complex to add it there, no?
Assuming this can be added to the interface settings without ...
- Tue Dec 31, 2024 12:50 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 11722
Re: The +300% productivity cap should be documented in-game or removed
Module descriptions don't mention which modules cannot be used in beacons
Beacons are after modules in a tech tree, modules don't know about beacons.
A beacon mentions what kind of modules it can use.
Did you add this for a round number or what?
I feel that OP's criticism is totally fair ...
- Tue Dec 31, 2024 12:29 am
- Forum: Ideas and Suggestions
- Topic: Avoid spoilers in menu simulations
- Replies: 4
- Views: 870
Re: Avoid spoilers in menu simulations
Personally, though I feel that the menu simulations in general don't give enough information about how anything is working, and you still have to interact with things in a hands-on way to even comprehend what you're looking at, I can see why someone would consider that a spoiler. I'm quite spoiler ...
- Sun Dec 29, 2024 7:31 am
- Forum: Ideas and Suggestions
- Topic: Prioritise Space Platform Construction Materials
- Replies: 42
- Views: 7030
- Thu Dec 26, 2024 2:00 am
- Forum: Ideas and Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 22
- Views: 3255
Re: Train condition progress should look clearer when at 100%
+1.
I also wouldn't want it to be color coded, I'm not colorblind but for those who are, that wouldn't necessarily be very helpful.
Maybe it could be something simple but still easy to distinguish, like the text in the Condition goes bold, or maybe even strikethrough? Or little checkboxes.
It ...
I also wouldn't want it to be color coded, I'm not colorblind but for those who are, that wouldn't necessarily be very helpful.
Maybe it could be something simple but still easy to distinguish, like the text in the Condition goes bold, or maybe even strikethrough? Or little checkboxes.
It ...
- Thu Dec 26, 2024 1:48 am
- Forum: Ideas and Suggestions
- Topic: Prioritise Space Platform Construction Materials
- Replies: 42
- Views: 7030
Platform Construction Requests should prioritize building its requested Cargo Bays
TL;DR
If a space platform is requesting a mix of different materials for construction and/or any other requests, it should automatically prioritize requesting and building its Cargo Bays.
What?
Ideally a space platform will request and attempt to build its requested cargo bays and the ...
If a space platform is requesting a mix of different materials for construction and/or any other requests, it should automatically prioritize requesting and building its Cargo Bays.
What?
Ideally a space platform will request and attempt to build its requested cargo bays and the ...
- Thu Dec 26, 2024 1:22 am
- Forum: Ideas and Suggestions
- Topic: Platform Request Groupings Interface Improvement (Platforms using this grouping indication)
- Replies: 0
- Views: 254
Platform Request Groupings Interface Improvement (Platforms using this grouping indication)
TL;DR
It would be very useful to have a quick way to tell which platforms have been assigned which logistic request groupings.
What?
Perhaps on mouseover it could just say "Other platforms using this grouping," kind of like how the train interface has an "other trains with this stop ...
It would be very useful to have a quick way to tell which platforms have been assigned which logistic request groupings.
What?
Perhaps on mouseover it could just say "Other platforms using this grouping," kind of like how the train interface has an "other trains with this stop ...
- Thu Dec 26, 2024 12:58 am
- Forum: Ideas and Suggestions
- Topic: Tiny Tesla Turret Tooltip Tinker (Add stun/slowdown property of Tesla weapons to the tooltips)
- Replies: 0
- Views: 347
Tiny Tesla Turret Tooltip Tinker (Add stun/slowdown property of Tesla weapons to the tooltips)
TL;DR
Add information about the stun/slowdown property of the Tesla weapons to the item description and/or Factoripedia entry.
What?
I feel that to better communicate those weapons' overall effectiveness, the stun/slowdown property is a crucial detail. The current descriptions emphasize the ...
Add information about the stun/slowdown property of the Tesla weapons to the item description and/or Factoripedia entry.
What?
I feel that to better communicate those weapons' overall effectiveness, the stun/slowdown property is a crucial detail. The current descriptions emphasize the ...
- Wed Nov 27, 2024 10:07 pm
- Forum: Ideas and Suggestions
- Topic: "Import from planet..." setting defaulting to the planet that the platform is currently orbiting
- Replies: 12
- Views: 1728
"Import from planet..." setting defaulting to the planet that the platform is currently orbiting
...or, at least, make it so that we can choose in the options somewhere to default to either Nauvis, or wherever the platform currently is in orbit over (or perhaps on its way to), rather than just Nauvis by default.
I see a decent amount of discussion on this forum about the "Import from ...
I see a decent amount of discussion on this forum about the "Import from ...
- Thu Nov 07, 2024 7:32 am
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 82
- Views: 37280
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
I haven't seen it! But I have seen the BBC documentary on the creation/localization/international distribution of the game, Tetris: From Russia with Love. It's available for free on Youtube: https://youtu.be/6ohCy4ktA5w?si=PcDnsmde73piHOWN
- Sun Nov 03, 2024 3:26 am
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 82
- Views: 37280
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Perhaps this is just the communist in me talking, but, I couldn't care less how they frame or justify accepting money in exchange for their software. They deserve to be compensated for their labour one way or another. That's, at least, the logic imposed on this economic interaction between us as ...
- Sat Nov 02, 2024 11:21 pm
- Forum: Implemented Suggestions
- Topic: Return sandbox mode back to the game.
- Replies: 14
- Views: 17944
Re: Return sandbox mode back to the game.
Perhaps the ideal situation would be something in between, a dedicated game mode that starts into editor mode without having to deal with console commands, and has some map gen options for starting with just lab tiles, or whatever.
It would be nice if it had a bit of a tutorial to it, even. Editor ...
It would be nice if it had a bit of a tutorial to it, even. Editor ...
- Sat Nov 02, 2024 11:18 pm
- Forum: Ideas and Suggestions
- Topic: Enemy settings per planet
- Replies: 3
- Views: 1920
Re: Enemy settings per planet
I created and then deleted a duplicate post about this exact suggestion, pretty much!
I am a player who has, until the launch of Space Age, played with enemies turned off, and I purposefully haven't been looking into how the enemies on the new planets have been working, as I want to experience the ...
I am a player who has, until the launch of Space Age, played with enemies turned off, and I purposefully haven't been looking into how the enemies on the new planets have been working, as I want to experience the ...