Search found 26 matches

by LizardOfOz
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 . I’ve 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 ...
by LizardOfOz
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.
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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
by LizardOfOz
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.
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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.
by LizardOfOz
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

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?
While we're at it, would be great to have a filled percentage read for chests in general.
by LizardOfOz
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.
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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 ...
by LizardOfOz
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 ...

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