Maybe add support for dragging items across logistics groups?
I also had this issue switching between normal and legendary sciences. My problem could be solved with an "active science" group and an "inactive science" group and dragging items across them.
Search found 117 matches
- Mon Jul 21, 2025 8:24 am
- Forum: Ideas and Suggestions
- Topic: Toggle Individual Items in Logistics Group
- Replies: 5
- Views: 176
- Fri Jul 11, 2025 9:52 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 63
- Views: 9908
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Some players already complained they ran out of seeds even without trying anything with quality because they have their fruits spoils ....
Well I thought it was common sense to crush all fruits you harvest even if you don't need the mash. :P
That's an opinion not shared by me. You don't ...
- Fri Jul 11, 2025 7:09 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 63
- Views: 9908
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Quality crushing in the current setting doesn't have a high risk running of normal seeds: a biochamber with 4 legendary quality 3s and no speed still produces 112.8% normal seeds. Though without speed it's impractical anyway.
In my proposal, the intended way to get quality seeds is upcycling normal ...
In my proposal, the intended way to get quality seeds is upcycling normal ...
- Fri Jul 11, 2025 3:11 am
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 63
- Views: 9908
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
The proposition from Rancara being the worst, its going from "insignificant" to "detrimental", wether or not you get "more" quality seed or "less", if you don't get any , then it's insignificant, but the higher proportion of fruits that are made "quality" from "normal" seed, will mean the "higher ...
- Thu Jul 10, 2025 4:13 am
- Forum: Gameplay Help
- Topic: Hub smashed by cargo pod
- Replies: 4
- Views: 343
Re: Hub smashed by cargo pod
From memory, the landing spot of that fish pod roughly matched where the pods would have normally landed into the "hole" of the hub, but looked a little to the left. I could have cut and restored power to the hub repeatedly (due to the refactoring) when it happened.
- Thu Jul 10, 2025 3:46 am
- Forum: Gameplay Help
- Topic: Hub smashed by cargo pod
- Replies: 4
- Views: 343
Re: Hub smashed by cargo pod
No. Just deconstructing stuff while continuously shipping things in.
- Wed Jul 09, 2025 1:56 pm
- Forum: Gameplay Help
- Topic: Hub smashed by cargo pod
- Replies: 4
- Views: 343
Hub smashed by cargo pod
When refactoring my Vulcanus base, I suddenly saw a building destroyed and clicked it, and it turns out my hub was smashed by a pod (the thing you get for throwing down things without a hub), containing fish for the lol value. Sadly I loaded before I thought to save so I don't have a reproduction ...
- Sun Jul 06, 2025 3:36 am
- Forum: Ideas and Suggestions
- Topic: More smart ways to produce quality stuff like asteroid cycling / LDS shuffling
- Replies: 0
- Views: 267
More smart ways to produce quality stuff like asteroid cycling / LDS shuffling
Legendary science is an excellent way to vertically scale the factory as opposed to simply growing it, but right now it is still sub-optimal UPS-wise / yield-wise. Upcycling feels dumb and awkward late-game partially because the game lacks the tools to deal with variance: most setups would ...
- Sun Jun 29, 2025 3:24 pm
- Forum: Show your Creations
- Topic: My Cargo landing pad setup
- Replies: 4
- Views: 887
Re: My Cargo landing pad setup
At a closer look, your stuff don't seem legendary? (Deduced from substation distance) Well that would be a great optimization since two legendary stack inserters would fill a green belt. And legendary substations have wider coverage so you need less of them. Legendary roboports and bots are almost ...
- Sun Jun 29, 2025 6:43 am
- Forum: Ideas and Suggestions
- Topic: Changing the quality of buildings using a blueprint
- Replies: 2
- Views: 728
Re: Changing the quality of buildings using a blueprint
You can use the update planner to update building quality. I did it for my solar array.
Though you'll likely need some change of ratios after updating quality due to beacon rates, belt capacity and stuff.
Though you'll likely need some change of ratios after updating quality due to beacon rates, belt capacity and stuff.
- Fri Jun 27, 2025 3:32 pm
- Forum: Gameplay Help
- Topic: Burner drills/inserters are useless?
- Replies: 6
- Views: 550
Re: Burner drills/inserters are useless?
Burner inserters are also useful for heating on Aquilo. I remember it's self-thawing.
For spoilage removal though, won't the inserter getting stuck mid-swing after burning through the ultra-low-energy spoilage?
For spoilage removal though, won't the inserter getting stuck mid-swing after burning through the ultra-low-energy spoilage?
- Wed Jun 25, 2025 11:58 pm
- Forum: Gameplay Help
- Topic: Fulgora and Vulcanus Planet Discovery Research Inaccessible
- Replies: 6
- Views: 422
Re: Fulgora and Vulcanus Planet Discovery Research Inaccessible
Could you be missing some of the early-game trigger techs? I started my space age from a 1.0 save and I remember having to manually craft some red science / iron plates to regain access to a few basic techs.
- Wed Jun 25, 2025 1:44 am
- Forum: Ideas and Suggestions
- Topic: Saner fusion power
- Replies: 1
- Views: 226
Saner fusion power
Fusion power has been fragile for quite a while which makes it off-putting to me as a late game tech. After experimenting a bit, I found that right now it's more of fluid behavior problem than update-order problem. Specifically, plasma and coolant are not evenly distributed between interconnected ...
- Mon Jun 23, 2025 2:10 pm
- Forum: Show your Creations
- Topic: My Cargo landing pad setup
- Replies: 4
- Views: 887
Re: My Cargo landing pad setup
I suggest you flip it vertically. The "output hatch" of the hub is in the top-left corner so flying up is more efficient than flying down. Also, the combinators are inflating precious flight distance so it could be worthwhile to pack them in the current roboport space, or flip the whole combinator ...
- Sun Jun 22, 2025 2:04 pm
- Forum: Balancing
- Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
- Replies: 63
- Views: 9908
Re: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Another idea is to make legendary seeds grow legendary fruits, but make legendary fruits crush into normal seeds. That kinda breaks the current quality assumptions but could be an interesting addition to the quality system.
- Sun Jun 15, 2025 4:21 am
- Forum: General discussion
- Topic: Was the choice to make asteroid chunk reprocessing to get legendary items the easiest path a purposeful design choice?
- Replies: 4
- Views: 1143
Re: Was the choice to make asteroid chunk reprocessing to get legendary items the easiest path a purposeful design choic
I can't recall any statement by the devs saying it is much easier than the alternatives possible methods, but i recall reading some about how some things available with "lots of research" or "significant investement" or "time into the game", were part of the game, "not problematic" due to the pre ...
- Fri Jun 13, 2025 7:40 am
- Forum: Ideas and Suggestions
- Topic: Make Vulcanus coal glow red
- Replies: 0
- Views: 368
Make Vulcanus coal glow red
The coal remains hard to see and even harder to distinguish from terrain decoration even after patching. I tried to mine out one 1k patch and it's literally invisible. Had to wave a big drill around to do it.
As an ultimate solution, I suggest making them glow red. It goes along with the general ...
As an ultimate solution, I suggest making them glow red. It goes along with the general ...
- Fri Jun 13, 2025 6:12 am
- Forum: Show your Creations
- Topic: Blocks for fish-based Gleba
- Replies: 2
- Views: 601
Blocks for fish-based Gleba
These are the building blocks for my low-spore Gleba base, which uses fish instead of bioflux to provide all nutrients. The base observation is, biter eggs provide so much more nutrients per bioflux than the direct recipe, that it's still very profitable even if the eggs were first transformed into ...
- Thu Jun 12, 2025 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Sort Space Platform List
- Replies: 3
- Views: 470
Re: Sort Space Platform List
+1. The current sort order is really weird and inconsistent:
https://i.ibb.co/Zz4LtpYD/a.png
The sciences are shuffled around and mingled with other materials. And the planet names failed to match the order of actual planets. It seems to be sorting icons based on ASCII values of some internal ...
https://i.ibb.co/Zz4LtpYD/a.png
The sciences are shuffled around and mingled with other materials. And the planet names failed to match the order of actual planets. It seems to be sorting icons based on ASCII values of some internal ...
- Thu Jun 12, 2025 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Out-of-ammo alert should disappear after re-supplying ammo automatically
- Replies: 2
- Views: 353
Re: Out-of-ammo alert should disappear after re-supplying ammo automatically
Your argument is valid in the alert being important. I need to be more specific: I don't want the global red icon on the tool bar to persist, but I do want the per-turret red icon on each turret to stay for a bit longer so that I can fix the suboptimal loading.
Right now the situation is the ...
Right now the situation is the ...