Search found 35 matches
- 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.
- Thu Jul 16, 2026 1:46 am
- Forum: Ideas and Suggestions
- Topic: Make pollution cloud on map less bright on Nauvis
- Replies: 4
- Views: 299
Re: Make pollution cloud on map less bright on Nauvis
+1 for accessibility reasons
- 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 ...
- 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 ...
- Sat Jul 11, 2026 12:45 am
- Forum: Balancing
- Topic: Change night vision goggles to 1x1
- Replies: 5
- Views: 1324
- 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
- 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.
However +1 for this regardless for consistency and just be better in my opinion.
- 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 ...
Just have it so when ...
- 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
- 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 ...
- 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
fixed it, for some fucking reason my phone auto corrected to that weird shit.mmmPI wrote: Sun Jul 05, 2026 10:38 aman ?The-Zee-System wrote: Sun Jul 05, 2026 9:19 am Instead of writing dozens of lines for several minutes, give us an
- 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 ...
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 ...
- 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
- 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
Im on linux, version 2.1.9
- 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
- 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
- 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
- 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
- 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.
- 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