Search found 73 matches
- Thu Nov 21, 2024 6:17 am
- Forum: Ideas and Suggestions
- Topic: Dual colors for lightning protection coverage overlay
- Replies: 2
- Views: 90
Re: Dual colors for lightning protection coverage overlay
Also add different colours for areas covered by lighting rods, lighting collectors, and lightning attractors (which are the pre-existing lightning protection systems you find among the ruins. Since they return different amounts of power - in the case of the lightning attractors, no power at all - it...
- Thu Nov 21, 2024 6:09 am
- Forum: Ideas and Suggestions
- Topic: Clicking item on space platform inventory should make ghost build and "E" to see cargo too
- Replies: 4
- Views: 89
Re: Clicking item on space platform inventory should make ghost build and "E" to see cargo too
+1
Also, items in the hotbar should reflect how many of that item are available in the hub.
Also, items in the hotbar should reflect how many of that item are available in the hub.
- Thu Nov 21, 2024 5:51 am
- Forum: Ideas and Suggestions
- Topic: Priority Discharge and Insurance Storage for Batteries
- Replies: 2
- Views: 99
Re: Priority Discharge and Insurance Storage for Batteries
As you know, by default, batteries with insurance storage are difficult to coordinate with solar energy, especially when applying global power grid modules on the ground surface. I hope the production team will adopt my suggestion. Thank you very much! In order for them to implement your suggestion...
- Thu Nov 21, 2024 4:34 am
- Forum: Ideas and Suggestions
- Topic: Always request space platform foundation first
- Replies: 4
- Views: 271
Re: Always request space platform foundation first
Note that if you're building a platform in the orbit of a planet other than Nauvis, you can't just slap down a giant blueprint and then start sending stuff up to build it with, because even if you send the ammo first, it does no good without guns to shoot it, and those guns are presumably at the edg...
- Thu Nov 21, 2024 4:23 am
- Forum: Ideas and Suggestions
- Topic: Add extra dangers for Vulcanus and Fulgora on deathworld
- Replies: 1
- Views: 87
Re: Add extra dangers for Vulcanus and Fulgora on deathworld
Rather than just spawning new Demolishers, I'd suggest that the territory of existing Demolishers will very slowly move to fill cleared space that was previously owned by Demolishers the player has already killed. The player's starting area is always safe, but everything outside of that requires per...
- Thu Nov 21, 2024 4:04 am
- Forum: Ideas and Suggestions
- Topic: Fish Pond
- Replies: 2
- Views: 125
Re: Fish Pond
Also has a practical use: when placing large areas of landfill with construction bots, a bunch of fish inevitably get collected and dumped in the nearest storage chest in the process. Currently, the only way to undo this is to collect the fish with the character and then drop them back in the water ...
- Thu Nov 21, 2024 3:35 am
- Forum: Ideas and Suggestions
- Topic: Allow things permissible by remote view when out of reach
- Replies: 9
- Views: 290
Re: Allow things permissible by remote view when out of reach
Note that there are some cases where the same input does different things in remote view vs. normal mode. Having the game silently transition from doing the normal-mode thing to the remote-view thing just because the object you are interacting with is outside the (invisible) reach threshold would be...
- Thu Nov 21, 2024 3:28 am
- Forum: Ideas and Suggestions
- Topic: Allow shipping goods between platforms
- Replies: 1
- Views: 70
Re: Allow shipping goods between platforms
Also would mean you can have a planet-side base ship items up to a station in orbit slowly, then have a ship come by and pick them all up at once.
- Thu Nov 21, 2024 3:24 am
- Forum: Ideas and Suggestions
- Topic: Add 2 outputs to Decider Combinator
- Replies: 5
- Views: 159
Re: Add 2 outputs to Decider Combinator
+1
As a programmer, it is very weird to have an 'if' condition that doesn't allow you to define the 'else' branch.
As a programmer, it is very weird to have an 'if' condition that doesn't allow you to define the 'else' branch.
- Wed Nov 20, 2024 9:31 pm
- Forum: Bug Reports
- Topic: [2.0.20] Undoing downgrade of Assembler 2 to Assembler 1 does not restore recipe that requires fluid ingredient
- Replies: 4
- Views: 170
Re: Undoing downgrade of Assembler 2 to Assembler 1 does not restore recipe that requires fluid ingredient
Game version: 2.0.20-3 More detailed set of replication instructions: Constructed a pair of Assembler 2s Set first one to make red belts, the other to make blue belts Using a default upgrade planner in right-click mode, marked both Assembler 2s for downgrade into Assembler 1s Bots from personal robo...
- Wed Nov 20, 2024 11:51 am
- Forum: Bug Reports
- Topic: [2.0.20] Undoing downgrade of Assembler 2 to Assembler 1 does not restore recipe that requires fluid ingredient
- Replies: 4
- Views: 170
Re: Undoing downgrade of Assembler 2 to Assembler 1 does not restore recipe that requires fluid ingredient
Not a duplicate. The problem isn't that downgrading clears the recipe - that is expected and normal when the recipe in question requires a fluid ingredient, which Assembler 1s don't support. The problem is that undoing that downgrade with Ctrl-Z did not restore the recipe once it was an Assembler 2 ...
- Wed Nov 20, 2024 10:29 am
- Forum: Bug Reports
- Topic: [2.0.20] Undoing downgrade of Assembler 2 to Assembler 1 does not restore recipe that requires fluid ingredient
- Replies: 4
- Views: 170
[2.0.20] Undoing downgrade of Assembler 2 to Assembler 1 does not restore recipe that requires fluid ingredient
- Build an Assembler 2
- Set the recipe to one that requires a fluid ingredient
- Use an upgrade planner to downgrade the assembler to an Assembler 1
- The recipe is cleared, because Assembler 1s don't support fluid ingredients
- Undo the upgrade
- The Assembler 2 is back, but the recipe remains blank
- Wed Nov 20, 2024 3:58 am
- Forum: Ideas and Suggestions
- Topic: Increase Character Limit of Blueprint Description Textbox
- Replies: 1
- Views: 52
Increase Character Limit of Blueprint Description Textbox
The blueprint editor enforces a limit of 500 characters on the 'Description' textbox. With the introduction of parameterised blueprints, you can easily have a blueprint which requires more than 500 characters to explain all the requirements, parameters, and instructions for use. I propose that the l...
- Wed Nov 20, 2024 2:28 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [2.0.12] Blueprint Parameter not updating Inserter Stack Size Signal
- Replies: 4
- Views: 1358
Re: [kovarex] [2.0.12] Blueprint Parameter not updating Inserter Stack Size Signal
@koravex: Which release is this supposed to be fixed in? Because it's still broken in 2.0.20.
- Tue Nov 19, 2024 1:37 am
- Forum: Ideas and Suggestions
- Topic: Wire connection visibility improvements
- Replies: 1
- Views: 69
Wire connection visibility improvements
It can be quite difficult to tell what buildings are connected to what. Here are some ways to improve that: When you mouse over a building, all the wires in any circuit network are highlighted. This is very useful, but could be improved in a couple ways: When the building in question connects to two...
- Tue Nov 19, 2024 1:16 am
- Forum: Ideas and Suggestions
- Topic: Allow setting restrictions on blueprint parameters
- Replies: 0
- Views: 68
Allow setting restrictions on blueprint parameters
When parameterizing a blueprint, it would be nice to be able to set restriction on the types of item an item parameter can be, or what values a numeric parameter can take on. For example, I have parameterized blueprints for train stations for loading/unloading 1-4 trains with a single item type. The...
- Tue Nov 19, 2024 12:14 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner: coal rocks only
- Replies: 0
- Views: 54
Deconstruction planner: coal rocks only
In 1.17, every type of rock on Nauvis was a separate item in the deconstruction planner. If you wanted to deconstruct all rocks, you had to add each of half-a-dozen rock types to the planner separately. (Or use the trees-and-rocks only switch, but that only worked if you specifically wanted to remov...
- Tue Nov 19, 2024 12:04 am
- Forum: Ideas and Suggestions
- Topic: Warning when upgrading will break undergrounds
- Replies: 0
- Views: 51
Warning when upgrading will break undergrounds
When applying an upgrade planner, either to the world or to a blueprint, a warning should be displayed if doing so will cause underground belts to break. More specifically: An underground 'breaking' is defined as any change in what underground connects to what: Pair of undergrounds that previously c...
- Mon Nov 18, 2024 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Allow upgrade planner to upgrade walking tiles (brick/concrete/refined concrete)
- Replies: 0
- Views: 47
Allow upgrade planner to upgrade walking tiles (brick/concrete/refined concrete)
Currently, you cannot use an upgrade planner to, e.g., replace stone brick paths with concrete or refined concrete paths once those become available. You should be able to!
- Mon Nov 18, 2024 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade/deconstruction planner presets
- Replies: 0
- Views: 54
Upgrade/deconstruction planner presets
There are a number of common tasks that upgrade and deconstruction planners get used for, and it would be useful to have presets to allow these tasks to be done without manually configuring a blueprint for them. We already have one preset just like this: the 'Rocks/trees only' toggle on deconstructi...