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by Ranakastrasz
Sun Apr 13, 2025 4:39 pm
Forum: Gameplay Help
Topic: Multiple Fluid Selector Circuitry
Replies: 33
Views: 1401

Re: Multiple Fluid Selector Circuitry


I 'think' you are correct, i'm not 100% sure, i think it could happen a situation where "no fuel" is consumed, and suddenly 2 fluid at the same time reach 25K threshold and are available, which could have been avoided if one had been consumed before. I am not sure that is possible to happen ...
by Ranakastrasz
Fri Apr 11, 2025 1:23 pm
Forum: Gameplay Help
Topic: Multiple Fluid Selector Circuitry
Replies: 33
Views: 1401

Re: Multiple Fluid Selector Circuitry

Yep. That is the other problem.
But, well, if that happens in the first place, you aren't producing enough fuel of any type, so no matter what you do, power will run out regardless.
by Ranakastrasz
Thu Apr 10, 2025 4:07 pm
Forum: Gameplay Help
Topic: Multiple Fluid Selector Circuitry
Replies: 33
Views: 1401

Re: Multiple Fluid Selector Circuitry

Currently, I am using the idea from a design from the discord

Each fluid fills a tank and an sr latch opens the pump at 25k and closes below 1k. Ensures it floods the system whenever a fluid caps out, but shuts when little is left.

Aside from no prioritization between fluid types it seems to ...
by Ranakastrasz
Sat Mar 22, 2025 4:32 am
Forum: General discussion
Topic: Agricultual Science Pack
Replies: 32
Views: 2189

Re: Agricultual Science Pack

Or at least add a leeway, where you have the top 20% or something during which it gives full yield.
by Ranakastrasz
Thu Dec 26, 2024 2:51 am
Forum: General discussion
Topic: Kessel run in less than 12 parsecs
Replies: 6
Views: 1268

Re: Kessel run in less than 12 parsecs

Normal Quality only.
No more than twice the height as width.
No infinite researches.

Also no importants. Or at least no ammo imports, because nuclear.

Maybe use rule, must manufacture everything on ship, timer starts when asteroid collecters are activated (force disable until ready to start timer)
by Ranakastrasz
Mon Nov 25, 2024 2:20 am
Forum: Ideas and Suggestions
Topic: Have quality seeds grow quality plants
Replies: 21
Views: 4394

Re: Quality Fruit From Quality Seeds


Or make quality seeds just grow faster, can be simplified to plants start with a certain amount of growth already based on quality. (To match the 30% bonus per tier, it would be uncommon -> legendary as skipping these amount of growth progress: 23/37.5/48/60)

O_O I like that. Along side a faster ...
by Ranakastrasz
Sun Nov 24, 2024 7:28 pm
Forum: Ideas and Suggestions
Topic: Have quality seeds grow quality plants
Replies: 21
Views: 4394

Re: Quality Fruit From Quality Seeds

Could make it so that the yield partly benefits. Like legendary seeds yield normal fruit, but though a 100% quality boost so 90% uncommon, 9% rare, etc.

25% boost per quality tier.
by Ranakastrasz
Tue Nov 19, 2024 3:56 pm
Forum: Ideas and Suggestions
Topic: Hover highlight Agritowers, Cultivation Count
Replies: 1
Views: 297

Hover highlight Agritowers, Cultivation Count

TL;DR
When you have an agri tower selected, or hover over it, enable the agricultural overlay for all agritowers. Additionally, show how many farm plots are covered.

What?
When hovering over an agri tower, or have one in your hand, show the same overlay covering all currently placed agritowers ...
by Ranakastrasz
Tue Nov 19, 2024 3:51 pm
Forum: Ideas and Suggestions
Topic: Force Stack Inserter Filter (Whitelist)
Replies: 0
Views: 186

Force Stack Inserter Filter (Whitelist)

TL;DR
Make stack inserters locked to a single whitelist.

What?
When you place a stack inserter, it is set to filter, with whitelist, and a single slot. You cannot change this setting.


Why?
Stack inserters always require a full stack of a single item to place it on a belt. As this is not ...
by Ranakastrasz
Sun Nov 17, 2024 9:08 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 32369

Re: Ability to craft lower quality with higher quality

Sounds about right. Same way productivity is the same, however you distribute it. Except in the costs of the modules themselves, so certain steps are better.
by Ranakastrasz
Sat Nov 16, 2024 5:22 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 32369

Re: Ability to craft lower quality with higher quality

Hmm. If quality was unlocked only on fulgora, then since you get the recycler there you have the built in void option. Honestly, given the surprise 500 science price, it feels like it was intended to have an extra prerequisite anyway, and putting it on fulgora makes sense.

If it was unlocked on ...
by Ranakastrasz
Wed Nov 13, 2024 4:32 am
Forum: Balancing
Topic: [2.0.13] Ice levels in Nauvis orbit too low
Replies: 9
Views: 4929

Re: [2.0.13] Ice levels in Nauvis orbit too low

Send water barrels into orbit. But really, you get enough ice to start moving, and the ice picks up fast enough once you do.
by Ranakastrasz
Wed Nov 13, 2024 4:28 am
Forum: Outdated/Not implemented
Topic: Items held by the inserters shouldn't spoil.
Replies: 15
Views: 3534

Re: Items held by the inserters shouldn't spoil.

Kinda like trying to use burner inserters for everything in that way.

I think this is abusable though. Instead, if an inserter has something spoil while held, it places it in the target machine's trash slot, like when recipes are changed. Only for just now spoiled stuff, so it won't grab spoilage ...
by Ranakastrasz
Thu Nov 07, 2024 1:55 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 32369

Re: Ability to craft lower quality with higher quality



My only concern with it is that it demands quality to handle quality. So you'd still have the starter stage of dumping all stuff of quality into a chest until you get the downbinners of quality which would let you streamline the process.


With their idea, you can have all your surplus greens ...
by Ranakastrasz
Wed Nov 06, 2024 10:01 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 32369

Re: Ability to craft lower quality with higher quality

Such an inline machine might be set to specifically downgrade to its own quality. So if it is uncommon anything drops to uncommon. Would prevent any settings from being required.
by Ranakastrasz
Sun Nov 03, 2024 6:17 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 32369

Re: Ability to craft lower quality with higher quality

Dunno. I saw 1% quality vs 4% productivity and a 5% penalty and assumed it was only useful if you are already buffing quality everywhere universally, or shipping from another planet.

I can justify it for green potions tho. But only because all components are immune to productivity. Or rather ...
by Ranakastrasz
Sun Nov 03, 2024 5:21 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 32369

Re: Ability to craft lower quality with higher quality


--snip

Yea. That was the idea. Admittedly I think speed modules fall behind on their quality penalty as tier and quality improve, but using more beacons probably counters that.

Massively janky and still probably easier to filter out and void the excess. Plus you have to be proactive in ...
by Ranakastrasz
Sun Nov 03, 2024 3:36 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 49891

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

So a brick of gun turrets seems like the trivial solution. Set up a military assembly mall and was going to try everything, but a brick of 100 gun turrets with piercing ammo was the first solution that worked. Kinda anticlimactic and disappointing, because that this practically turret creeping ...
by Ranakastrasz
Sun Nov 03, 2024 3:28 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 32369

Re: Ability to craft lower quality with higher quality

Can quality modules be put in beacons? I just realized that you might be able to use that weird thing where inserters can add or remove modules from beacons.

Or speed modules, to cancel out the quality boost.


Still a complex solution, but it just occured to me lol.
by Ranakastrasz
Sat Nov 02, 2024 3:33 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 32369

Re: Ability to craft lower quality with higher quality


I feel that this kind of change would trivialize the quality mechanics and make it OP.
Even in ealy game, you would just end up putting quality module everywhere, keep only rare and have imediately a full mall of rare items, rare power amor, rare modules, etc.

Quality is very powerful, but has ...

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