Search found 11 matches
- Tue Nov 12, 2024 12:11 pm
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 51
- Views: 3930
Re: Well, Fulgora sucks [Spoilers]
I loved Fugora's atmosphere the moment I arrived. The darkness, the music, the desolation, the scrap. I hope they don't change that with enemy activity. At least, not from the start. The gradually awakening enemy is a good, fitting idea that preserves the initial total desolation of a failed civiliz...
- Tue Nov 12, 2024 9:22 am
- Forum: General discussion
- Topic: Space Age.. feels a little flat
- Replies: 32
- Views: 49731
Re: Space Age.. feels a little flat
I strongly disagree. There are some rough edges here and there, but the expansion so far has been amazing. I just settled down on Fugora after Vulcanus, but already loving it. The atmosphere, music, the different factory building challenges and even the rewards. From what I gathered from the first p...
- Mon Nov 11, 2024 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Space debris
- Replies: 2
- Views: 158
Re: Space debris
Destroyed space platform parts could be added in as well.
Or the occasional scrap, ancient satellites around Fugora.
Though I understand if they would want to keep the "space biome" resources fixed and not complicate it further.
Or the occasional scrap, ancient satellites around Fugora.
Though I understand if they would want to keep the "space biome" resources fixed and not complicate it further.
- Mon Nov 11, 2024 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Add a toggle to pause construction on Space Platforms
- Replies: 3
- Views: 160
Re: Add a toggle to pause construction on Space Platforms
Nice idea! Would make planning and playing around with setups way easier.
Now I have to use a mod or reload a bit to avoid the mess the autobuild creates.
Now I have to use a mod or reload a bit to avoid the mess the autobuild creates.
- Mon Nov 11, 2024 8:59 pm
- Forum: Ideas and Suggestions
- Topic: Please, PLEASE make circuit connection behavior configurable per wire
- Replies: 30
- Views: 1059
Re: Please, PLEASE make circuit connection behavior configurable per wire
Good to hear this is on the list of future implementation already.
With so many items now having multiple built-in functions that reads and sends, it will be nice to be able to do both!
With so many items now having multiple built-in functions that reads and sends, it will be nice to be able to do both!
- Mon Nov 11, 2024 8:54 pm
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 31
- Views: 4711
Re: Allow logistics transfers between space platforms
Super agree. I was also one of those who started a google search for how it should be done, since it seemed as a no brainer. For balance issues, so the make a moving factory challenge remains, some ideas: - Have the transfer tech locked between one or two planets' tech. So the player needs to build ...
- Mon Nov 11, 2024 8:36 pm
- Forum: Ideas and Suggestions
- Topic: Add space platform deconstruction animation.
- Replies: 4
- Views: 147
Re: Add space platform deconstruction animation.
Would be nice.
- Mon Nov 11, 2024 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Train wait condition 'No empty storage left' or something like that
- Replies: 11
- Views: 295
Re: Train wait condition 'No empty storage left' or something like that
I have the same issue. This would be a nice feature. My current solution: All mining outposts have a filter splitter line that redirects all the above common quality ores into a mini train station. That station activates if enough ore gathered, a specific train comes and picks it all up, and leaves ...
- Mon Nov 11, 2024 7:18 pm
- Forum: Balancing
- Topic: Epic and Legendary quality unlocks
- Replies: 6
- Views: 2167
Re: Epic and Legendary quality unlocks
I support the idea for the Epic and Legendary Tech to not be planet specific researches. It even makes sense, the more you learn about production (Foundry, Electromagnetism, Biochemistry) the higher quality your production. First new planet technology level reached - Epic Second and Third (two) plan...
- Mon Nov 11, 2024 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives
- Replies: 86
- Views: 3045
Re: Cliff explosives
Started with Vulcanus, so waiting one planet to get the cliff explosives was manageable. A nice reward. However, I can already foresee that on my next plays, with different planet priorities, it will be both a bit restrictive, an interesting challenge to work around and a huge annoyance of not havin...
- Mon Nov 11, 2024 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Output more fluid when using higher quality recipes (i.e. for Holmium Solution)
- Replies: 4
- Views: 210