Oh my god, I have no idea why I didn't notice this. Maybe I still had the idea from previous versions that this wasn't there. I suspect they introduced it gradually as well. I'll keep an eye on it, thanks.Nidan wrote: Wed Jan 28, 2026 1:16 pm The output signal of the selectors quality transfer option supports Each.
Search found 3 matches
- Wed Jan 28, 2026 2:17 pm
- Forum: Gameplay Help
- Topic: Universal transfer of quality, without pre-selected signal of a specific item
- Replies: 2
- Views: 128
Re: Universal transfer of quality, without pre-selected signal of a specific item
- Wed Jan 28, 2026 11:41 am
- Forum: Gameplay Help
- Topic: Universal transfer of quality, without pre-selected signal of a specific item
- Replies: 2
- Views: 128
Universal transfer of quality, without pre-selected signal of a specific item
In my railway network, which uses interrupts and logic, a situation sometimes arises where a train hasn't received a signal and doesn't know where to go.
Then the train goes to a correction station so that a train can assign it a station.
There are two types of resource receiving stations. One type ...
Then the train goes to a correction station so that a train can assign it a station.
There are two types of resource receiving stations. One type ...
- Tue Jan 27, 2026 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Concept Deconstruction Mask
- Replies: 0
- Views: 71
Concept Deconstruction Mask
The Concept
I am proposing a new tool (or a new mode for the Deconstruction Planner) that allows us to use an existing Blueprint as a Deconstruction Mask.
The Problem
Currently, refactoring large structures (like City Blocks) is tedious.
Shift + Click only deconstructs entities that have a hard ...
I am proposing a new tool (or a new mode for the Deconstruction Planner) that allows us to use an existing Blueprint as a Deconstruction Mask.
The Problem
Currently, refactoring large structures (like City Blocks) is tedious.
Shift + Click only deconstructs entities that have a hard ...