Search found 200 matches

by mergele
Sun Jan 26, 2025 8:14 am
Forum: General discussion
Topic: They need to rename Gleba to Bartleby
Replies: 86
Views: 5066

Re: They need to rename Gleba to Bartleby

Look, speedrunning is an exercise in complete mastery of a game. If you are worried that your gleba factory breaks you need to get better at gleba, not have the game made easier for you. Spoilage is entirely deterministic, theres no randomness fucking you over. If your approach to not do bacteria ...
by mergele
Wed Jan 15, 2025 6:40 pm
Forum: Gameplay Help
Topic: Remote restart of Gleba?
Replies: 7
Views: 587

Re: Remote restart of Gleba?

Separate solar powered electricity circuit that insertes stored fuel. Either onto the usual belt with burner inserters, or in seperate heaters that deliver steam through pipes to the usual turbines.
by mergele
Thu Dec 19, 2024 9:29 pm
Forum: Gameplay Help
Topic: Train - control by interuption
Replies: 9
Views: 596

Re: Train - control by interuption

Filling all trains with only 1 type of resource only happens if you take the trains out of the loading stations while there is no open unloading station. If you just let them sit there its a nonissue.
by mergele
Tue Dec 17, 2024 2:23 am
Forum: Gameplay Help
Topic: [2.0.23] Train menu glitching, caused by interrupts?
Replies: 2
Views: 162

Re: [2.0.23] Train menu glitching, caused by interrupts?

You could add an additional condition for the waiting interrupt "and not at station waiting area", that should fix the flickering at least.
by mergele
Sat Dec 07, 2024 4:10 pm
Forum: Mod portal Discussion
Topic: "Planet" tag in Mod search
Replies: 2
Views: 321

Re: "Planet" tag in Mod search

That does sound useful yeah.
by mergele
Sat Dec 07, 2024 9:27 am
Forum: General discussion
Topic: I don't like the trigger tech
Replies: 6
Views: 763

Re: I don't like the trigger tech

But... everything behind oil, needs oil. ou can have a chest or two buffer your science flask production and if you are really going from no oil t building your infrastructure faster than your labs research then put down another 15 or so of them. It's really not a problem
by mergele
Fri Dec 06, 2024 12:08 pm
Forum: General discussion
Topic: I don't like the trigger tech
Replies: 6
Views: 763

Re: I don't like the trigger tech

If you are not using the stuff the trigger gives you, why do you go out of your way to get it already? Just let it rest until you are ready to engage with it?
by mergele
Sun Dec 01, 2024 6:45 am
Forum: Gameplay Help
Topic: Electric furnaces worth it without beacons?
Replies: 13
Views: 1277

Re: Electric furnaces worth it without beacons?

Check the english language wiki, that one got the current info at least.
by mergele
Sat Nov 30, 2024 6:27 am
Forum: General discussion
Topic: Quality Gating is flawed
Replies: 60
Views: 10086

Re: Quality Gating is flawed

I do also think locking quality levels (not just legendary) behind tech unlocks is not good. My argument centers around the fact that researching those higher levels instantly breaks all earlier builds one made that use quality intermediaries because those will now clog up with quality ingredients ...
by mergele
Thu Nov 28, 2024 8:57 am
Forum: General discussion
Topic: Well, Fulgora sucks [Spoilers]
Replies: 93
Views: 14148

Re: Well, Fulgora sucks [Spoilers]

Scrap being an everything mix is like three quarters the point of Fulgora. If your gonna seperate it out straight up making it worse and more boring.
I don't think enemies are necessary. We got biters on nauvis, worms on vulcanus and pentapods on gleba, its fine to have some peacful places.
I do ...
by mergele
Thu Nov 28, 2024 6:17 am
Forum: Ideas and Suggestions
Topic: "Import from planet..." setting defaulting to the planet that the platform is currently orbiting
Replies: 12
Views: 807

Re: "Import from planet..." setting defaulting to the planet that the platform is currently orbiting

I think an even better way to do this would to have items that can be crafted anywhere defaulting to the current planet, while items that have crafting, or spawn (for ores and their immediate intermidiaries) places restrctions default to the planet where they can come from.
by mergele
Thu Nov 28, 2024 6:13 am
Forum: Ideas and Suggestions
Topic: Fix "Anything" Signal In Train Stop Names
Replies: 3
Views: 467

Re: Fix "Anything" Signal In Train Stop Names

I would also like this (or some other way to say "I don't care about this character in train station names") to happen. When having multiple different train management systems in the same rail network they can sometimes have conflicting requirements in naming sheme for the same stations and this ...
by mergele
Thu Nov 28, 2024 6:07 am
Forum: Gameplay Help
Topic: My attempt at generic stations
Replies: 12
Views: 1040

Re: My attempt at generic stations


If you're wanting trains to replace belts, you need to direct-load from them. It only really works if the same station reveives multiple products.

Pre-2.0, I would have a train with cargo wagons that I restricted the individual slots on, which would go around and pick items up to drop off. Say, a ...
by mergele
Thu Nov 28, 2024 12:05 am
Forum: Gameplay Help
Topic: Foundries instead of furnaces on Nauvis?
Replies: 9
Views: 3752

Re: Foundries instead of furnaces on Nauvis?

I think fluid wagons actually have a slightly lower carry capacity for iron plates (in the form of molten iron) than normal cargo wagons. With the 50% productivity bonus on foundrires they can carry 3750 plates, while a normal cargo wagon does 4000. However this in my opinion is easily outdone by ...
by mergele
Wed Nov 27, 2024 10:12 pm
Forum: Gameplay Help
Topic: Foundries instead of furnaces on Nauvis?
Replies: 9
Views: 3752

Re: Foundries instead of furnaces on Nauvis?

It's 1 calcite to 50! ore, and once its smelted you are in pipes and can do with it as you please. And founrification increases speed and productivity massively. Flying in a bit of calcite from vulcanus (500 per rocket) in an automated transport is super cheap and gives huge result. It's also very ...
by mergele
Wed Nov 27, 2024 5:57 pm
Forum: Gameplay Help
Topic: My attempt at generic stations
Replies: 12
Views: 1040

Re: My attempt at generic stations

"dropoff stations that can handle multiple products " is a new requirement that changes things majorly.
And yeah, of course you can have fewer trains if you load them only when required, but why do you care about that? Trains are cheap and easy to build.
by mergele
Wed Nov 27, 2024 1:39 pm
Forum: Gameplay Help
Topic: My attempt at generic stations
Replies: 12
Views: 1040

Re: My attempt at generic stations

Not even that.
If trains are sitting "idly" in pickup stations waiting for somewhere to drop off their stuff thats fine. Reducing response time improves throughput.
If more dropoff stations are open than you can currently supply that means your supply throughoput is bottlenecked and no kind of ...
by mergele
Wed Nov 27, 2024 12:24 pm
Forum: Modding help
Topic: Mining requires fluid depending on drill
Replies: 5
Views: 412

Re: Mining requires fluid depending on drill

Oh combining an assembler and a drill sounds like a very good approach so far!
I assume I would have to check the status of the assembly machine every [duration of recipe] ticks? I don't think I saw any on_finished_crafting event or such.
by mergele
Wed Nov 27, 2024 10:43 am
Forum: General discussion
Topic: Feels like certain changes were made to the game 'just because'
Replies: 40
Views: 5405

Re: Feels like certain changes were made to the game 'just because'

I found them a really nice tutorial going to my first planet vulcanus, giving me a little natural, guided tour through what there is and is important here instead of having dig myself through "alright what are the things that are here and what are all the recipies I can do here and how do they ...

Go to advanced search