Search found 42 matches

by Alfonse215
Mon Aug 17, 2026 12:17 am
Forum: Ideas and Suggestions
Topic: Make "Unload" option on ships have more options
Replies: 1
Views: 97

Re: Make "Unload" option on ships have more options

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.
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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.
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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.
by Alfonse215
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?
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...
by Alfonse215
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 ...

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