I assume it's a known lack of feature that placing concrete doesn't remove flora sprites from the ground? Some will be removed with structures, but then you have to place something in every square, plus that doesn't work with all sprites.
Assume there's a mod for that also...
Search found 67 matches
- Sat Jan 11, 2025 11:44 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 696051
- Sun Dec 29, 2024 2:21 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 696051
Re: Simple Questions and Short Answers
It is most efficient to ship only the unique vulcanus component of the shell, instead of the shell, which is a shame, imo.
No manufactorium world for ya :D
I see... I saw that, but was wondering if there were other options, since I'm making every other Vulcanus product there & didn't want to ...
- Sun Dec 29, 2024 11:29 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 696051
Re: Simple Questions and Short Answers
Are people manufacturing artillery ammo on Vulcanus? Seems like it's a pain to have to transport thousands of shells to Nauvis when they don't stack...
- Sun Dec 29, 2024 11:24 am
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Re: Creating Supply Depot
Appreciate all of the replies, though nothing quite satisfied my requirements but as I'm starting to learn circuitry, I took this as a challenge. I think this solution works, it requests the items into a non-logi chest, and then when there is enough, dumps it into a buffer chest to be used. The ...
- Sun Dec 29, 2024 11:18 am
- Forum: Gameplay Help
- Topic: Negative Logistics Storage
- Replies: 3
- Views: 431
Re: Negative Logistics Storage
The negative requests are caused by materials being transported by robots, when picked up and placed again i would say from observations.
It is possible to use a decider combinator to filter all the positive signals to avoid this.
Ah thank you so much, yeah I was able to get that set up to ...
- Sun Dec 29, 2024 10:24 am
- Forum: Gameplay Help
- Topic: Negative Logistics Storage
- Replies: 3
- Views: 431
Negative Logistics Storage
Anyone know what has to happen in order to register negative logistics network storage? I'm sure I'm missing something but idk what... basically I have a circuit, all it's doing is reading logi network contents from roboport, everything is coming back normal except I get a negative rocket fuel ...
- Sun Dec 22, 2024 2:29 pm
- Forum: Ideas and Suggestions
- Topic: Raid Planet
- Replies: 9
- Views: 1491
Re: Raid Planet
Considerable idea. In principle, it should be a planet where you gain science packs resp. an ingredient. E.g. from killed creatures or "guarded" spots. But it should be easier to leave this planet then, not requiring building a rocket silo and so on, just gather fuel for a refillable space ship ...
- Sun Dec 22, 2024 2:24 pm
- Forum: Ideas and Suggestions
- Topic: Raid Planet
- Replies: 9
- Views: 1491
Re: Raid Planet
This pretty much sounds like the route to the shattered planet, but as a planet. So, this is already in the game as a concept. I do like the idea of more planets genereally speaking and this sounds refreshing at least.
Thanks! Yeah this was originally posted early in SA FFF cycle. My main ...
- Sun Dec 22, 2024 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Raid Planet
- Replies: 9
- Views: 1491
Re: Raid Planet
It was already done long time ago in Warptorio2 and warp drive machine mods. Last one works with SA, enjoy.
Ok yeah, that looks pretty similar, thanks! Would be cool to see as something you can opt into, rather than an entire game mode.
But, I haven't finished SA yet, and I'm not quite sure ...
- Fri Dec 20, 2024 8:25 pm
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Re: Creating Supply Depot
Appreciate it sir, I'm not sure what I'll end up doing but I'm all for more ideas.NineNine wrote: Fri Dec 20, 2024 8:07 pm Breaking your single bot network into several completely separate bot networks...
Nine Nine!
- Fri Dec 20, 2024 3:39 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 36
- Views: 5075
Re: More Exciting Quality Effects (pls)
Agree/disagree with some, not too concerned overall though.
But DANG I was also sad when quality nuclear bomb only did more damage. It already kills most everything with common quality. I want a legendary bomb that's 10x the size!!!
But DANG I was also sad when quality nuclear bomb only did more damage. It already kills most everything with common quality. I want a legendary bomb that's 10x the size!!!
- Fri Dec 20, 2024 3:12 pm
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Re: Creating Supply Depot
The generic solution/intended usage of logistic chests is this:
Ok, this is a great starting point for intended functionality. So yeah, I've been using buffer chests "wrong" as a mechanism to break the requester loop (since you can toggle off "request from buffer chests") instead of using ...
- Fri Dec 20, 2024 1:53 pm
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Re: Creating Supply Depot
I use a mix of filtered and unfiltered chests. The bots are smart enough to put anything that doesn't have a dedicated storage chest into the closest unfiltered chest. And if I decide I need to start a filtered chest, i start by placing a requester asking for any stuff that is stored somewhere ...
- Fri Dec 20, 2024 1:25 pm
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Re: Creating Supply Depot
I'm coming to the conclusion that I did it "wrong" everywhere else in the factory, and across multiple planets, sounds like it will be a massive headache to correct. Or I'm just content for now letting logi requests take a REALLY long time to satisfy...
Won't be able to return to the factory until ...
Won't be able to return to the factory until ...
- Fri Dec 20, 2024 1:23 pm
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Re: Creating Supply Depot
No, I guess disabling doesn't keep the buffer chest from being accessed by the logi bots...
- Fri Dec 20, 2024 1:20 pm
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Re: Creating Supply Depot
I guess I'm using buffer chests incorrectly elsewhere?
If my depot HAS to be a requester/buffer combo (requests not from buffer chests) to avoid a loop (sounds like that is the only solution) then I would need an alternative for the mall. But I have very few depots and a lot of requester/buffer ...
If my depot HAS to be a requester/buffer combo (requests not from buffer chests) to avoid a loop (sounds like that is the only solution) then I would need an alternative for the mall. But I have very few depots and a lot of requester/buffer ...
- Fri Dec 20, 2024 1:15 pm
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Re: Creating Supply Depot
Have you tried filtered storage chests instead of the buffer chests? Theyshould make bots put stuff back in the mall chests.
So replace the mall requesters with filtered storage chests doesn't PULL from my storage system, I'd need to have every storage chest everywhere filtered and every item ...
- Fri Dec 20, 2024 1:00 pm
- Forum: Gameplay Help
- Topic: Creating Supply Depot
- Replies: 13
- Views: 1139
Creating Supply Depot
I want to create a supply depot but I'm stuck always creating infinite loops.
Everywhere I manufacture, I have items going to be stored in buffer chests, plus requester chest (not requesting from buffers) connected upstream requesting whatever item is on that assembly line, to drain excess storage ...
Everywhere I manufacture, I have items going to be stored in buffer chests, plus requester chest (not requesting from buffers) connected upstream requesting whatever item is on that assembly line, to drain excess storage ...
- Mon Dec 16, 2024 12:03 pm
- Forum: Gameplay Help
- Topic: Radar Perma-Reveal
- Replies: 5
- Views: 415
Re: Radar Perma-Reveal
That makes sense... thanks. Had no idea!
Guess I'll need another solution then
- Sun Dec 15, 2024 2:26 pm
- Forum: Gameplay Help
- Topic: Radar Perma-Reveal
- Replies: 5
- Views: 415
Radar Perma-Reveal
This is a possible bug, but not 100% sure so wanted to check here first...
I removed a radar but the area of the map has not since faded to black. Does anything else provide vision (besides player--I'm not in the area)? I was doing a design for my base and wanted one "secret" area off the map, this ...
I removed a radar but the area of the map has not since faded to black. Does anything else provide vision (besides player--I'm not in the area)? I was doing a design for my base and wanted one "secret" area off the map, this ...