Search found 35 matches

by The-Zee-System
Thu Jul 16, 2026 1:58 am
Forum: Ideas and Suggestions
Topic: Minimum payload should count for mixed rockets also
Replies: 13
Views: 1724

Re: Minimum payload should count for mixed rockets also

we could have it just like logistics have it with the min/max on requesting things , where you can have a min/max to it and you can set it? if theres to much send it back, if there is not enough order some.
by The-Zee-System
Sat Jul 11, 2026 1:19 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.9] Cannot transfer nukes or rocket silos between space platforms
Replies: 9
Views: 1543

Re: [2.1.8] Cannot transfer nukes or rocket silos between space platforms


Upon further further testing, you can also transfer heavy items between platforms using circuit controlled requests.
But not with the manual requests.


For some reason, you can force requests that usually wont allow via circut controlled requests, or setting a logistics group of lets say a ...
by The-Zee-System
Sat Jul 11, 2026 12:51 am
Forum: Ideas and Suggestions
Topic: Disable tile speed increase for Mech Armor
Replies: 8
Views: 1509

Re: Disable tile speed increase for Mech Armor



I wanted to bump this for 2.1 consideration as well, should the devs still feel that giving jetpack flight the movement bonus is off the table.


I guess it wouldn't make too much sense for an exoskeleton to give you extra movement speed while you're flying over concrete :lol:



You could ...
by The-Zee-System
Sat Jul 11, 2026 12:45 am
Forum: Balancing
Topic: Change night vision goggles to 1x1
Replies: 5
Views: 1324

Re: Change night vision goggles to 1x1

+1
by The-Zee-System
Thu Jul 09, 2026 11:54 am
Forum: Ideas and Suggestions
Topic: [2.1] Roboports should report ghost entities
Replies: 21
Views: 1307

Re: [2.1] Roboports should report ghost entities

+1 so automation can be more efficient and not have to rely on massive amounts of alerts on my screen blocking and blinking everywhere
by The-Zee-System
Thu Jul 09, 2026 4:24 am
Forum: Ideas and Suggestions
Topic: Selector combinator input and output signals
Replies: 2
Views: 234

Re: Selector combinator input and output signals

You can also hover over the "Input: Connected to: ###" or the "Output: Connected to: ###" on the top and it will tell you what is in that network.

However +1 for this regardless for consistency and just be better in my opinion.
by The-Zee-System
Mon Jul 06, 2026 10:01 am
Forum: Ideas and Suggestions
Topic: Lifechanger for early ghosts
Replies: 13
Views: 1083

Re: Lifechanger for early ghosts

+1 for the countless times a tree, a belt, a inserter or SOMETHING moves me one tile away when placing a chain of something and then i have to undo it and then it undos the whole chain i just did, so i have to get my deconstruction planner out to undo the undo because of it.

Just have it so when ...
by The-Zee-System
Mon Jul 06, 2026 9:53 am
Forum: Ideas and Suggestions
Topic: Paste to Logistics Storage Chest filter
Replies: 74
Views: 33158

Re: Paste to Logistics Storage Chest filter

+1 also, as its kinda intuitive to do and was confused at first why it works on buffer chests and requester chests but not storage chests as it would seem very obvious and intuitive
by The-Zee-System
Mon Jul 06, 2026 9:49 am
Forum: Ideas and Suggestions
Topic: Have rail signals detect locomotive and wagon ghosts
Replies: 14
Views: 684

Re: Have rail signals detect locomotive and wagon ghosts


This also might be more relevant in 2.0+, after the introduction of train auto-start. Right now if you bp 2 trains that might hit the same rail block, the behavior is unpredictable/broken sometimes depending on the order bots place the trains and rails


Have you also had sometimes random cargo ...
by The-Zee-System
Sun Jul 05, 2026 4:24 pm
Forum: Ideas and Suggestions
Topic: Have rail signals detect locomotive and wagon ghosts
Replies: 14
Views: 684

Re: Have rail signals detect locomotive and wagon ghosts

mmmPI wrote: Sun Jul 05, 2026 10:38 am
The-Zee-System wrote: Sun Jul 05, 2026 9:19 am Instead of writing dozens of lines for several minutes, give us an
an ?
fixed it, for some fucking reason my phone auto corrected to that weird shit.
by The-Zee-System
Sun Jul 05, 2026 9:19 am
Forum: Ideas and Suggestions
Topic: Have rail signals detect locomotive and wagon ghosts
Replies: 14
Views: 684

Have rail signals detect locomotive and wagon ghosts

TL;DR
Have rail signals and chain signals turn to red when there is a ghost of a locomotive or wagon.


What?
Have it so when placing down ghosts of locomotives, they trigger the signals so trains are not built in front of or in the middle of another train going by.




Why?
Several times when ...
by The-Zee-System
Sun Jul 05, 2026 9:13 am
Forum: Ideas and Suggestions
Topic: quincunx coloration issue
Replies: 2
Views: 197

Re: quincunx coloration issue

+1 for accessibility options, i dont need it myself but any accessibility to make it better for more players is always better
by The-Zee-System
Wed Jul 01, 2026 9:39 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.1.9] Extra set of vehicle lamps in the bottom right corner.
Replies: 3
Views: 679

Re: [2.1.9] Extra set of vehicle lamps in the bottom right corner.

I have the same problom, its subtle on the bottom right, i also had 4 giant lights seemingly hovering over on a place in gleba (cant reproduce though)

Im on linux, version 2.1.9
by The-Zee-System
Wed Jul 01, 2026 9:12 pm
Forum: Ideas and Suggestions
Topic: Make everything circuit connectable and add a functions to a few
Replies: 4
Views: 327

Re: Make everything circuit connectable and add a functions to a few

This would make my mines be able to go off if a wall is destroyed, would love this feature, as well as being able to wire up my platforms easier instead of just on belts everywhere
by The-Zee-System
Tue Jun 30, 2026 2:14 pm
Forum: Ideas and Suggestions
Topic: Differentiate range overlays by turret type
Replies: 6
Views: 409

Re: Differentiate range overlays by turret type

+1 its incredibly hard to see what the range are of turrets when other turrets are nearby
by The-Zee-System
Tue Jun 30, 2026 11:19 am
Forum: Ideas and Suggestions
Topic: Add planet icons next to alerts and seperate them by planet.
Replies: 9
Views: 1287

Re: Add planet icons next to alerts and seperate them by planet.

+1 the notification system needs a overhaul, missed way to many alerts because it was to fast for me to click on them, +1 to all the other suggestions above this one too
by The-Zee-System
Tue Jun 30, 2026 11:17 am
Forum: Ideas and Suggestions
Topic: Exoskeleton Slider
Replies: 1
Views: 118

Re: Exoskeleton Slider

+1, sometimes i want a brisk stroll, not legendary exo speeds or a crawl
by The-Zee-System
Tue Jun 30, 2026 11:15 am
Forum: Ideas and Suggestions
Topic: [2.1] Blueprints should have option like "force empty space"
Replies: 19
Views: 2222

Re: [2.1] Blueprints should have option like "force empty space"

+1 as i want to upgrade blueprints, i have to have wooden chests at things i want gone which is a work around but annoying.
by The-Zee-System
Tue Jun 30, 2026 11:12 am
Forum: Ideas and Suggestions
Topic: Batch Map Settings Adjustment
Replies: 1
Views: 114

Re: Batch Map Settings Adjustment

+1 to this as i always change them and takes a while to do them all, plus have to do them manually by hand. A simple slider at the top for "all" for each category would be good enough

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