Search found 26 matches
- Tue Jul 21, 2026 3:50 am
- Forum: Ideas and Suggestions
- Topic: Keybind to auto-request temporary items to personal inventory
- Replies: 14
- Views: 713
Re: Keybind to auto-request temporary items to personal inventory
There is a mod for this Pocket Crafter's Logistics . Iβve been using it in 2.0.
This mod has been a very good QoL addition. Not just for manual player character crafting, but also for tasks like sending rocket silo ingredients to space when I'm about to first land on the next planet.
After all ...
- Thu Jul 16, 2026 4:24 pm
- Forum: Releases
- Topic: Version 2.1.11
- Replies: 12
- Views: 8010
Re: Version 2.1.11
I liked the recent addition of the wider quickbar very much, it was one thing that I in retrospect wanted for a while, and I'd've likely missed its inclusion if not for it being mentioned in a random Discord conversation. I hope it will get exposed as a proper setting in the stable release.
- Fri Jun 26, 2026 7:15 pm
- Forum: Won't implement
- Topic: on_module_changed (assembler, furnace)
- Replies: 18
- Views: 6821
Re: on_module_changed (assembler, furnace)
I'd like to revive this request for 2.1 - I imagine the game's code has changed in a way to support delayed events since then, and having a 0- or 1-tick delay won't be a dealbreaker in most cases.
The event is not frequent and is not part of automated factory operation, so, I doubt it'd add a ...
The event is not frequent and is not part of automated factory operation, so, I doubt it'd add a ...
- Sun Jun 21, 2026 6:51 am
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 18
- Views: 6067
Re: Early game quality balance
Quality is a mechanic that fully unravels itself after a few playthroughs when you get to bring the benefit of hindsight to a new run.
I've been doing a sub-40 hours run with blueprints designed ahead of time. I knew in advance what machinery I will need in uncommon and rare qualities, so, instead ...
I've been doing a sub-40 hours run with blueprints designed ahead of time. I knew in advance what machinery I will need in uncommon and rare qualities, so, instead ...
- Fri Jun 19, 2026 2:42 pm
- Forum: News
- Topic: Friday Facts #437 - Cargo Pod Deep Dive
- Replies: 48
- Views: 34738
Re: Friday Facts #437 - Cargo Pod Deep Dive
Oh, yeah, accidentally opened the forum thread for the wrong FFF
- Fri Jun 19, 2026 12:59 pm
- Forum: News
- Topic: Friday Facts #437 - Cargo Pod Deep Dive
- Replies: 48
- Views: 34738
Re: Friday Facts #437 - Cargo Pod Deep Dive
One of the best games ever made is getting even better one more time.
- Fri Jun 19, 2026 12:39 pm
- Forum: Modding interface requests
- Topic: [GUI] Empty moddable containers inside vanilla GUIs
- Replies: 2
- Views: 250
[GUI] Empty moddable containers inside vanilla GUIs
What?
Add empty containers to vanilla GUIs that could be populated by mods.
Why?
I was making a mod where it'd make most sense to add extra information to the Crafting Machine's panel of the UI, rather than creating a dedicated side panel.
You can kinda sorta do that by abusing negative ...
Add empty containers to vanilla GUIs that could be populated by mods.
Why?
I was making a mod where it'd make most sense to add extra information to the Crafting Machine's panel of the UI, rather than creating a dedicated side panel.
You can kinda sorta do that by abusing negative ...
- Sun Jun 14, 2026 9:03 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 55358
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Suggestion for mirroring train station: make the train stops and signals rotate when mirroring a blueprint to preserve handedness. If the rotated train stop wouldn't fit, then block the procedure with a special message. This will teach the players to design their train stops and intersections with ...
- Sun Jun 14, 2026 9:06 am
- Forum: Ideas and Suggestions
- Topic: Add nutrients request when copy-pasting a recipe that uses them as "fuel" into a requester chest
- Replies: 0
- Views: 141
Add nutrients request when copy-pasting a recipe that uses them as "fuel" into a requester chest
Currently, if a Biochamber recipe uses nutrients as "fuel", you have to manually add nutrients to the requester chest's requests, which to me feels like an oversight.
- Fri Jun 12, 2026 5:56 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 55358
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
While we're at it, would be great to have a filled percentage read for chests in general.CHAOSGamerBC wrote: Fri Jun 12, 2026 5:40 pm Can train stops please have a circuit field for reading the filled percentage of wagon capacity?
- Fri Jun 12, 2026 3:58 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 55358
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
While Quality is helpful on space platforms, unlocking Quality adds a whole extra step/click to selecting a recipe, which you do very often. I wish there'd be a way/setting to skip that step/click and always assume Common unless specified otherwise.
- Tue Jun 09, 2026 1:00 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 24626
Re: Friday Facts #441 - Space logistics improvements
Personally, I'd prefer if sending mixed-rockets into space would've been a task for the player to solve ( but you could launch rockets with circuits and read rocket weight), rather than for the game to hand out the solution on a silver platter.
However, if you're playing Space Age for the first ...
However, if you're playing Space Age for the first ...
- Fri Jun 05, 2026 12:17 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 24626
Re: Friday Facts #441 - Space logistics improvements
At first I thought it'd be cooler to have a dedicated thing for transferring signals between surfaces (like in the AAI signal transmission mod), but upon further thinking, there is not much benefit to that; it'd be 2 new entities to add to an already massive crafting menu, which have just one very ...
- Tue Mar 31, 2026 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Hypercell substation (bigger substation)
- Replies: 0
- Views: 517
Hypercell substation (bigger substation)
tl;dr
I suggest to implement the mod called Hypercell substation pretty much as is into the Space Age DLC. It's a bigger substation unlocked on Fulgora which requires supercapacitors to craft.
Why?
The normal substation has a relatively short range that becomes too annoying to deal with even ...
I suggest to implement the mod called Hypercell substation pretty much as is into the Space Age DLC. It's a bigger substation unlocked on Fulgora which requires supercapacitors to craft.
Why?
The normal substation has a relatively short range that becomes too annoying to deal with even ...
- Sat Jan 31, 2026 10:17 am
- Forum: Balancing
- Topic: Travel to Aquilo is a massive difficulty spike
- Replies: 6
- Views: 3829
Travel to Aquilo is a massive difficulty spike
Many players enjoy coming up with their own designs, and just playing games "blind" in general.
Sure, your first designs aren't optimal (and aren't even good ), but they are yours and you've managed to make them work.
This also applies to ship designs you make on your first playthrough - your ships ...
Sure, your first designs aren't optimal (and aren't even good ), but they are yours and you've managed to make them work.
This also applies to ship designs you make on your first playthrough - your ships ...
- Mon Jan 12, 2026 1:43 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 17874
Re: What to do in the Space Age post game?
You have a valid hunch that if you have to use everything to merely beat the game, it might hurt the experience.
So, I need to clarify that it's not reaching the System Edge that needs to involve building a "proper base" that makes use of everything, but a new optional developer-imposed goal should ...
So, I need to clarify that it's not reaching the System Edge that needs to involve building a "proper base" that makes use of everything, but a new optional developer-imposed goal should ...
- Sun Jan 11, 2026 5:51 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 17874
Re: What to do in the Space Age post game?
Guess I need to restore the focus on the problem I personally have with the game: the official win condition of reaching the system edge is so close, that you don't need to make proper bases on other planets to achieve it (all you need is local science packs and turrets), and even a Nauvis base ...
- Sun Jan 11, 2026 5:40 pm
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 17874
Re: What to do in the Space Age post game?
it's fun for 50, 100, 200 hours and then it's time to play something else.
My point is that you can extend the playtime for that kind of players [relatively] easy and cheap by having a stage where you need to produce massive volumes of resources once you've unlocked the tech.
Sure, you can ...
My point is that you can extend the playtime for that kind of players [relatively] easy and cheap by having a stage where you need to produce massive volumes of resources once you've unlocked the tech.
Sure, you can ...
- Sun Jan 11, 2026 2:35 am
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 17874
Re: What to do in the Space Age post game?
Well, I feel like Minecraft actually shows that a game can benefit from a good well designed end goal (which Minecraft lacks and which causes retention problems) - many people quit Minecraft after a few hours because "I don't know what to do". To translate it to game design language: "the game fails ...
- Sun Jan 11, 2026 1:29 am
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 17874
Re: What to do in the Space Age post game?
I thought of creating my own post-game mod - I envision something like building a huge radio telescope/antenna constellation around the solar system to seek contact with your home world, and the only recipes to unlock is the antenna recipe and a few components for assembling the antennas. We ...