There is a hacky way to do it. A platform will not drop an item to a planet if it is also requesting that item from the planet. Even if the request is 0.
So, you can make a zero item request for QPs from Nauvis. It's not an ideal solution at all, but it does work.
Search found 42 matches
- Mon Aug 17, 2026 12:17 am
- Forum: Ideas and Suggestions
- Topic: Make "Unload" option on ships have more options
- Replies: 1
- Views: 97
- Sun Aug 16, 2026 4:24 pm
- Forum: Ideas and Suggestions
- Topic: Increase cargo bay hatch bonus.
- Replies: 3
- Views: 191
Re: Increase cargo bay hatch bonus.
A value that is deemed by the game itself as secondary
In what way does the game deemed it "secondary"? It seems pretty clear to me at least that cargo bays are meant to increase both storage and throughput. Indeed, the fact that one scales with quality while the other does not strongly ...
- Sun Aug 16, 2026 3:25 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Make Thruster Fuel and Thruster Oxidiser Barrelable
- Replies: 4
- Views: 532
Re: [2.1] Make Thruster Fuel and Thruster Oxidiser Barrelable
Came here to make this same suggestion! With 2.1, I would love to make light-hauler platforms that get their ammo and fuel from space stations orbiting each planet.
But you can do that as is. The only difference is that you'd need 3 chemical plants doing fuel production instead of 2 assemblers ...
- Sat Aug 15, 2026 5:28 pm
- Forum: Ideas and Suggestions
- Topic: Confirmation pop up when exiting parametrisation menu
- Replies: 4
- Views: 217
Re: Confirmation pop up when exiting parametrisation menu
+1
There have been so many times when I reached for the green button on the main blueprint page instead of the green button on the parameterization page.
There have been so many times when I reached for the green button on the main blueprint page instead of the green button on the parameterization page.
- Fri Aug 14, 2026 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Let us dump fluids into corresponding oceans
- Replies: 10
- Views: 2646
Re: Let us dump fluids into corresponding oceans
Also suggesting this. Especially for getting rid of extra ice on Aquilo. The current best way to get rid of extra ice is to build a bunch of recyclers to repeatedly recycle ice into less ice. Where does the extra ice go? Is it vaporized or turned into dust? I'm pretty sure Aquilo is too cold for ...
- Thu Aug 13, 2026 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Spoiled-ness priority for logistics requests and belts
- Replies: 4
- Views: 934
Re: Spoiled-ness priority for logistics requests and belts
+1 on making spoiledness priority apply when taking from belts. I made a lot of designs on Gleba that never quite worked right because I had assumed that it did apply.
How would that work, exactly?
Let's say that you have it set to least spoiled first. There are 2 stacks on the belt, and the ...
- Thu Aug 13, 2026 1:20 pm
- Forum: Ideas and Suggestions
- Topic: New interrupt condition: Station Exist
- Replies: 1
- Views: 161
Re: New interrupt condition: Station Exist
I cannot trigger the "Go to [cargo-wildcard] Station" only when the "destination is not full" becouse the train has to be in "waiting for space in destination station" to take advantage of the station priority and dispatch the train from the station with highest priority.
This works for me on ...
- Thu Aug 13, 2026 2:02 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Roboports should report ghost entities
- Replies: 25
- Views: 2092
Re: [2.1] Roboports should report ghost entities
Just treat Space platforms as secondary storage chests and I would be 100% happy. Because now I can just put my mall into space and not buffer several of every item on each planet in case I might need it. Instead, when it's needed it will just be sent down. Similar to how item are getting sent up ...
- Wed Aug 12, 2026 1:58 pm
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 60
- Views: 38411
Re: Please add a button to add a new blueprint parameter variable
Note that with 2.1, value parameters that get orphaned by removing the entities they affected from the blueprint now can stick around, so long as they're being used by other formulas.
So it'd be really nifty if we had a convenient way to *create* such values. You know, without having to add an ...
So it'd be really nifty if we had a convenient way to *create* such values. You know, without having to add an ...
- Tue Aug 11, 2026 4:56 pm
- Forum: Balancing
- Topic: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war
- Replies: 6
- Views: 776
Re: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war
I ha
I see a lot of nests that are very close to your farms. You're researching railgun stuff, so you're definitely post-Artillery. Have you considered using some on those nests?
I have certainly considered and would like to do that. But you will note that both rocket and railgun turrets ...
- Tue Aug 11, 2026 3:15 am
- Forum: Balancing
- Topic: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war
- Replies: 6
- Views: 776
Re: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war
I see a lot of nests that are very close to your farms. You're researching railgun stuff, so you're definitely post-Artillery. Have you considered using some on those nests?
In 2.0, there was a semi-common bug that would cause pentapods to just stop expanding. They had available chunks to expand to ...
In 2.0, there was a semi-common bug that would cause pentapods to just stop expanding. They had available chunks to expand to ...
- Mon Aug 10, 2026 7:51 pm
- Forum: Ideas and Suggestions
- Topic: Copy Train Interupts
- Replies: 4
- Views: 202
Re: Copy Train Interupts
I have to manually recreate every interrupt that is even slightly different between the two groups. For instance I might have an iron train group and want to make a copper train group, or I have an item train group and want to make a fluid train group.
I really feel like blueprint ...
I really feel like blueprint ...
- Mon Aug 10, 2026 6:31 pm
- Forum: Ideas and Suggestions
- Topic: Disable new radar behaviour
- Replies: 24
- Views: 2151
Re: Disable new radar behaviour
Is the alert actually tied to radars specifically? Because it might just be "if you have vision over a chunk when biters expand, you get an alert." At which point, radars are no longer the way to control this.
- Mon Aug 10, 2026 3:58 pm
- Forum: Balancing
- Topic: Experimental Biter expansion too strong
- Replies: 38
- Views: 13974
Re: Experimental Biter expansion too strong
Now that 2.1.13/14 have been out for nearly a week, what's the thinking on biter expansion at the present time? Is it still too strong, or is it fine now?
- Mon Aug 10, 2026 3:56 pm
- Forum: Balancing
- Topic: Increase bulk inserted (green) hand size to 16
- Replies: 2
- Views: 1375
Re: Increase bulk inserted (green) hand size to 16
"Transport belt capacity 2" already increases hand size for noral inserters 3 -> 4
Note that this is mostly so that you don't have regular inserters leaving partial stacks all the time when taking from stacked belts.
Right now chest-to-chest (trains/assemblers) item transfer is more efficient ...
Note that this is mostly so that you don't have regular inserters leaving partial stacks all the time when taking from stacked belts.
Right now chest-to-chest (trains/assemblers) item transfer is more efficient ...
- Sat Aug 08, 2026 5:22 pm
- Forum: Not a bug
- Topic: [2.1.14] Parameterised space platform blueprints don't change interrupt targets and create duplicate interrupt names
- Replies: 3
- Views: 1036
Re: [2.1.14] Parameterised space platform blueprints don't change interrupt targets and create duplicate interrupt names
Because these interrupts already exist on other ships
When you say that the interrupts already exist, do you mean that an interrupt with the same name as the post-parameterized interrupt already exists? That is, in your example, your blueprint has this as the name of the interrupt:
-> <param0 ...
When you say that the interrupts already exist, do you mean that an interrupt with the same name as the post-parameterized interrupt already exists? That is, in your example, your blueprint has this as the name of the interrupt:
-> <param0 ...
- Fri Aug 07, 2026 3:34 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 68
- Views: 13046
Re: Friday Facts #445 - The Biters Bite Back
P.S. Oh and defending Gleba feels pretty underwhelming when you visit it as a last planet even on DW 600/600, the attacks barely scratch me (even while continuously producing something like 600SPM). Wish there was some sort of internal modifier for gleba enemies' aggressiveness that'd go up based ...
- Fri Aug 07, 2026 3:30 am
- Forum: Duplicates
- Topic: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
- Replies: 4
- Views: 352
Re: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
I don't think this is a throughput issue per-se. Or at least, not in the way you mean.
The steam pipe segments consists of 4 pipes, so it can hold 400 steam. One tick of neutralisation generates 10k steam, 400 of which leaves the machine. So the maximum rate of transfer between the machines is 400 ...
The steam pipe segments consists of 4 pipes, so it can hold 400 steam. One tick of neutralisation generates 10k steam, 400 of which leaves the machine. So the maximum rate of transfer between the machines is 400 ...
- Fri Aug 07, 2026 12:24 am
- Forum: Ideas and Suggestions
- Topic: Ensure new players get fair world seed.
- Replies: 9
- Views: 1587
Re: Ensure new players get fair world seed.
Imagine being convinced to try this new game, spend multiple hours learning only to face insurmountable waves of enemies and be forced to restart.
One of the nice things about pollution-based enemy attacks is that they're pollution-based.
New players are way slower at building stuff than ...
- Tue Aug 04, 2026 6:30 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
- Replies: 11
- Views: 890
Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
Wouldn't it be simpler and probably better to have inserters pick-up from both sides interchangeably? If second side is empty, it will skip it, but only until there is something on the other side. This way inserter may pickup from both sides, while having the priority for the last unused side ...