Search found 8 matches

by Amelek
Sun Nov 30, 2025 10:41 pm
Forum: Ideas and Suggestions
Topic: Import/Export statistics tab in the Production panel
Replies: 1
Views: 118

Import/Export statistics tab in the Production panel

TL;DR
It would be nice to have a statistical panel that specifies how much stuff was imported and exported from planet or ship

What?
In this panel, it would be nice to have a graph of stuff that was imported and exported from planet.
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Why?
Interplanetary logistics are an important ...
by Amelek
Sun Nov 30, 2025 7:03 pm
Forum: Ideas and Suggestions
Topic: Write wagon index on the train length visualization
Replies: 2
Views: 142

Re: Write wagon index on the train length visualization

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obraz.png (814.34 KiB) Viewed 121 times
Oh cool, its exactly what I wanted, thank you

The font is rather small, but I its good enough for me
by Amelek
Sun Nov 30, 2025 6:46 pm
Forum: Ideas and Suggestions
Topic: Write wagon index on the train length visualization
Replies: 2
Views: 142

Write wagon index on the train length visualization

There exist a train length visualization when you hover over the signal, pretty useful when you are doing stuff like stackers and intersections and also very important if you plan to do stuff like passing loops on the bidirectional rails.

You can extend the length in the menu and last wagon is ...
by Amelek
Sun Nov 30, 2025 6:32 pm
Forum: Ideas and Suggestions
Topic: Research for +1 Landing Pads per Surface
Replies: 25
Views: 2963

Re: Add an infinite technology to increase Cargo Landing Pad limit

Honestly, +1 for this

A promethium science tier research to get more landing pads would be a very good quality of life upgrade. Promethium science is pretty underwhelming, so having some sort of end game benefits on it would be pretty nice.

I ended up with something like this and this pretty much ...
by Amelek
Sun Nov 30, 2025 5:16 pm
Forum: Implemented Suggestions
Topic: Pretty print common large numbers
Replies: 2
Views: 196

Pretty print common large numbers

The game already pretty prints the amount of produced items (by placing space between thousnads), distance traveled and science progress
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Which is cool, except, there are a lot of other very large numbers that are not pretty printed

Stuff like turrets damage ...
by Amelek
Fri Nov 28, 2025 8:26 pm
Forum: Not a bug
Topic: [2.0.72] Agricultural tower use unreasonable amount of cpu time
Replies: 4
Views: 261

Re: [2.0.72] Agricultural tower use unreasonable amount of cpu time

I see, this is quite unfortunate. There are very few activities that could free or occupy spots around the towers but I guess there aren't something that could be used by the tower itself.

I guess i can try to do some circuit network to turn them off and some timing circuit as a workaround
by Amelek
Fri Nov 28, 2025 7:54 pm
Forum: Not a bug
Topic: [2.0.72] Agricultural tower use unreasonable amount of cpu time
Replies: 4
Views: 261

Re: [2.0.72] Agricultural tower use unreasonable amount of cpu time

Are you sure its working as intended? Nauvis's trees take 10 minutes to grow, you can delete all the trees in the demo save, they will get replanted pretty fast and then you have like 7 minutes of idle time till they grow and get harvested.

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Nothing is happening and it still uses same ...
by Amelek
Fri Nov 28, 2025 4:02 pm
Forum: Not a bug
Topic: [2.0.72] Agricultural tower use unreasonable amount of cpu time
Replies: 4
Views: 261

[2.0.72] Agricultural tower use unreasonable amount of cpu time

On Nauvis, it is possible to use Agricultural towers to counter pollution. I guess this is by design and intended use, as there is no use for wood farming at the point those are unlocked whatsoever and it does work quite good (save for the fact that there is no grass-fill so any ocean near your base ...

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