Not sure if its possible. But what if we use demolishers to process ore. In vanilla they seems to consume tungsten and incorporate it in its shell. So. What if we entrap it in electric fence, feed it with ore and it will excrete refined ore. Like in a snake game.
But its not a building like it is ...
Search found 53 matches
- Mon Mar 24, 2025 7:31 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 18268
- Wed Mar 19, 2025 8:12 pm
- Forum: Pending
- Topic: [2.0.41] Map blincking while moving
- Replies: 3
- Views: 164
- Wed Mar 19, 2025 7:14 am
- Forum: Pending
- Topic: [2.0.41] Map blincking while moving
- Replies: 3
- Views: 164
Re: [2.0.41] Map blincking while moving
I'll try to attach it once i'm home
- Tue Mar 18, 2025 8:38 pm
- Forum: Pending
- Topic: [2.0.41] Map blincking while moving
- Replies: 3
- Views: 164
[2.0.41] Map blincking while moving
While moving a map with LMB it sometimes blinking (probably showing some other place in game)
Video attached
Video attached
- Fri Mar 14, 2025 7:36 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 18268
Re: Thanks, Py, and a couple of ideas.
I was talking about placing slag on the ground and growing special trees with SA mechanics. Then we burn that metal reach wood and get oxides.
- Wed Mar 12, 2025 6:43 pm
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 18268
Re: Thanks, Py, and a couple of ideas.
Not really. Decohesion seems like ores from completely not ores.
Phytomining is more about actual mining.
Phytomining is more about actual mining.
- Wed Mar 12, 2025 10:42 am
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 18268
Re: Thanks, Py, and a couple of ideas.
Have you guys thought of adding https://en.wikipedia.org/wiki/Phytomining into Py? Sounds like an interesting way to mine some rare resources on specific planets. Or getting additional regular resources from slag
- Tue Nov 26, 2024 9:26 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 697058
Re: Simple Questions and Short Answers
Why is there fluid temperature if there are only 2 temperatures of steam and for fluoroketone there are literally 2 different liquids? Looks like there are 2 approaches but has to be one.
- Fri Nov 15, 2024 10:54 am
- Forum: Ideas and Suggestions
- Topic: [2.0] Allow decider combinator to output a valued signal.
- Replies: 1
- Views: 399
Re: [2.0] Allow decider combinator to output a valued signal.
+1 completely agree. That would make things much more compact and simple
- Thu Nov 14, 2024 8:07 pm
- Forum: Bug Reports
- Topic: [2.0.17] Edit network name button is overlapped by search input
- Replies: 0
- Views: 152
- Thu Nov 14, 2024 5:56 pm
- Forum: Not a bug
- Topic: [2.0.17] Trains station marked for deconstruction considered as valid
- Replies: 2
- Views: 274
[2.0.17] Trains station marked for deconstruction considered as valid
As it said in title. If station is marked for deconstruction it acts as valid station up until last moment. It persists on remote view. And the most important trains try to reach it leading to "no path error" if rails are gone by that moment.
- Fri Nov 08, 2024 2:02 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 16905
Re: Friday Facts #436 - Lost in Translation
Probably not big enough for a bug report but in language drop down Georgian option looks like squares
- Tue Nov 05, 2024 1:55 pm
- Forum: Not a bug
- Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
- Replies: 17
- Views: 1581
Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated
I think it's intentional. "Each" filters out signal from Input and then either transforms them into selected signal or outputs then as is. Since there are no inputs it's nothing to filter and nothing to transform/output
- Tue Oct 29, 2024 12:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
- Replies: 8
- Views: 1652
Re: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
It just takes time to happen. But i'm sure it happens. I'll try to catch the moment and make a video
- Tue Oct 29, 2024 7:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
- Replies: 8
- Views: 1652
Re: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
My ordering system is in initial state and i have only one working liquid train. So there is no race condition between them
- Mon Oct 28, 2024 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
- Replies: 8
- Views: 1652
Re: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
Still experiencing this bug in 2.0.12
As you can see the train has request temp station. It cannot reach it because it's full. But interruption should not fire in first place in the situation
As you can see the train has request temp station. It cannot reach it because it's full. But interruption should not fire in first place in the situation
- Mon Oct 28, 2024 8:25 pm
- Forum: Not a bug
- Topic: [kovarex] [2.0.12] p0_s for liquids returns 40 for formulas
- Replies: 2
- Views: 418
Re: [2.0.12] p0_s for liquids returns 40 for formulas
More likely any formulas with p0_s of liquids resolve to 40
- Mon Oct 28, 2024 8:10 pm
- Forum: Not a bug
- Topic: [kovarex] [2.0.12] p0_s for liquids returns 40 for formulas
- Replies: 2
- Views: 418
[kovarex] [2.0.12] p0_s for liquids returns 40 for formulas
1. make a parametrized BP and use stack size variable in parameter formulas
2. Place BP choosing any liquid as actual value
Result:
Stack size is 40
Expected result:
Zero may be or some way to handle it inside formula itself
2. Place BP choosing any liquid as actual value
Result:
Stack size is 40
Expected result:
Zero may be or some way to handle it inside formula itself
- Tue Oct 22, 2024 5:59 pm
- Forum: Not a bug
- Topic: [2.0.8] S-bend cannot be placed without blueprint
- Replies: 4
- Views: 407
Re: [2.0.8] S-bend cannot be placed without blueprint
How it was in 1.110
- Tue Oct 22, 2024 5:52 pm
- Forum: Not a bug
- Topic: [2.0.8] S-bend cannot be placed without blueprint
- Replies: 4
- Views: 407