TL;DR
Reduce spores generated by agricultural tower when harvesting fruit from 15 to 15/12.5/10/7.5/2.5 for common -> legendary quality.
What?
Agricultural towers can have a spore production multiplier that scales with quality, with the same scaling as mining drill resource drain (1/0.83/0.66/0 ...
Search found 5 matches
- Mon Jun 16, 2025 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Quality Agricultural Towers should produce fewer Spores per harvest
- Replies: 0
- Views: 210
- Sat May 03, 2025 3:21 pm
- Forum: Gameplay Help
- Topic: Inserter Item Pickup Logic
- Replies: 3
- Views: 509
Re: Inserter Item Pickup Logic
Inserter behavior is deterministic. It goes over output inventory of the pickup target and visits item stacks from last to first. First item stack that matches filters and can be inserted into a drop target is grabbed. There may be some problems with the hub itself because hub inventory often ...
- Sat May 03, 2025 2:13 pm
- Forum: Gameplay Help
- Topic: Inserter Item Pickup Logic
- Replies: 3
- Views: 509
Inserter Item Pickup Logic
How exactly an inserter decides which item to pick up?
Context: I challenged myself to make a space platform that makes space science using only the 46 space foundation that comes with the starter pack, so I need to get the most out of every inserter. My setup is in the screenshot below (and ...
Context: I challenged myself to make a space platform that makes space science using only the 46 space foundation that comes with the starter pack, so I need to get the most out of every inserter. My setup is in the screenshot below (and ...
- Wed Apr 30, 2025 11:56 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 19773
Re: Version 2.0.46
Fixed asteroids sometimes getting destroyed when platform speed was negative.
This directly removes a speedrun-specific strategy that, to be clear, only I was using, and even then, it wasn’t some massive exploit. It required full manual control, precise timing, and barely saved two minutes at ...
- Mon Mar 03, 2025 1:51 pm
- Forum: Ideas and Suggestions
- Topic: "Retain Incompatible Modules" option on machines
- Replies: 1
- Views: 271
"Retain Incompatible Modules" option on machines
TL;DR
Give players the option that if they switch recipes via the circuit network, machines will keep incompatible modules (like productivity modules in a non-intermediate recipe) in a "dormant" state, until the recipe is switched back.
What?
Currently when you change recipes to something that ...
Give players the option that if they switch recipes via the circuit network, machines will keep incompatible modules (like productivity modules in a non-intermediate recipe) in a "dormant" state, until the recipe is switched back.
What?
Currently when you change recipes to something that ...