Search found 225 matches
- Tue Sep 02, 2025 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Atomic bomb should destroy ore patches in the explosion area
- Replies: 15
- Views: 862
Re: Atomic bomb should destroy ore patches in the explosion area
To be honest I do not like both ore removing and atomic bomb usage.
- Tue Sep 02, 2025 7:31 am
- Forum: Ideas and Suggestions
- Topic: Atomic bomb should destroy ore patches in the explosion area
- Replies: 15
- Views: 862
Re: Atomic bomb should destroy ore patches in the explosion area
An option to generate water source legally anywhere I please to? GIVE IT TO ME.
Where I want my nuclear reactor? Atomic bomb will make beautiful lake for it.
Lemme surround my base with a moat and solve the defense problem forever while i'm out there exploring space and getting infinite ...
- Sat Aug 30, 2025 3:48 pm
- Forum: Ideas and Suggestions
- Topic: Atomic bomb should destroy ore patches in the explosion area
- Replies: 15
- Views: 862
Re: Atomic bomb should destroy ore patches in the explosion area
Where I want my nuclear reactor? Atomic bomb will make beautiful lake for it.Shirasik wrote: Fri Aug 29, 2025 3:29 am An option to generate water source legally anywhere I please to? GIVE IT TO ME.
- Sat Aug 30, 2025 3:45 pm
- Forum: Ideas and Suggestions
- Topic: Gleba Evolution should start with landing not with ariving to Orbit
- Replies: 4
- Views: 342
Re: Gleba Evolution should start with landing not with ariving to Orbit
It does matter first time on surface.
- Tue Aug 26, 2025 9:33 am
- Forum: Ideas and Suggestions
- Topic: Spaceships move Vertically. Here are some better options.
- Replies: 5
- Views: 390
Re: Spaceships move Vertically. Here are some better options.
I like them all except screen bounce.
To be fair the best option miss your eyes:
Acceleration and deceleration: 1st half ship move with engine backwards, second half ship rotates and all asteroids are from the engine side.

To be fair the best option miss your eyes:
Acceleration and deceleration: 1st half ship move with engine backwards, second half ship rotates and all asteroids are from the engine side.

- Mon Aug 18, 2025 10:31 am
- Forum: Ideas and Suggestions
- Topic: Add an infinite technology to increase Cargo Landing Pad limit
- Replies: 21
- Views: 1626
Re: Add an infinite technology to increase Cargo Landing Pad limit
Less filled?
Random?
Default one, others are only "on logistic demand"?
Filters?
It seems any way would work.
Only one landing pad is too weird. Alternative way would be to research in space.
Random?
Default one, others are only "on logistic demand"?
Filters?
It seems any way would work.
Only one landing pad is too weird. Alternative way would be to research in space.
- Mon Aug 18, 2025 10:19 am
- Forum: Ideas and Suggestions
- Topic: Allow option to import item from more than 1 planet to platform without duplicating the request
- Replies: 25
- Views: 7594
Re: Allow option to import item from more than 1 planet to platform without duplicating the request
Ability to copy condition or request would be better.
- Mon Aug 18, 2025 10:17 am
- Forum: Ideas and Suggestions
- Topic: Space: Logistic network = main hub's inventory
- Replies: 2
- Views: 198
Re: Space: Logistic network = main hub's inventory
Hub and platform are the logistic network itself. Any item can be moved to hub or from hub via platform.
Fully support this suggestion.
Liquid tank storage can be added even if it is not hub. There are no chests on the platform anyway.
Fully support this suggestion.
Liquid tank storage can be added even if it is not hub. There are no chests on the platform anyway.
- Sun Aug 17, 2025 11:07 am
- Forum: Ideas and Suggestions
- Topic: Crushers with "Set Recipe" should only be set by recipe signals
- Replies: 3
- Views: 277
Re: Crushers with "Set Recipe" should only be set by recipe signals
I was forced to spend some time to find the reason it work without signal. :?
Other recipes ask Crusher to "produce" while these - to consume.
It seems it can be usable before "Advanced" tech, but after that it definitely recycle recipes would be better. :idea:
Removing it would break some ships ...
Other recipes ask Crusher to "produce" while these - to consume.
It seems it can be usable before "Advanced" tech, but after that it definitely recycle recipes would be better. :idea:
Removing it would break some ships ...
- Sat Aug 16, 2025 5:46 am
- Forum: Ideas and Suggestions
- Topic: Logistic Chests should have Logistic Network connection
- Replies: 7
- Views: 378
Re: Logistic Chests should have Logistic Network connection
But storage containers has no control. There is no reason to have connectability.crimsonarmy wrote: Fri Aug 15, 2025 9:19 pm No storage containers have logistic network connectability. I'm guessing that the logistic chests are like that for consistency reasons.
- Sat Aug 09, 2025 9:11 am
- Forum: Ideas and Suggestions
- Topic: Inserter Filtering as a Tech Unlock
- Replies: 24
- Views: 1438
Re: Inserter Filtering as a Tech Unlock
Filtering Inserters are quite useful early game for limiting purpose for example. I always use it on loading stations to split belt to chests equally.
4/ Option to place Inserter/Assembler/whatever from blueprint, but disable until proper technology unlocked, seems the best option now. Blueprint ...
4/ Option to place Inserter/Assembler/whatever from blueprint, but disable until proper technology unlocked, seems the best option now. Blueprint ...
- Wed Aug 06, 2025 5:52 pm
- Forum: Ideas and Suggestions
- Topic: Inserter Filtering as a Tech Unlock
- Replies: 24
- Views: 1438
Re: Inserter Filtering as a Tech Unlock
I prefer first option as it already exist for assembler.
The second option was really surprise for me.
The second option was really surprise for me.

- Sun Aug 03, 2025 3:49 pm
- Forum: Ideas and Suggestions
- Topic: Add Enable/Disable switch to roboports
- Replies: 15
- Views: 2092
Re: Add Enable/Disable switch to roboports
If someone would make Rail support to act like lightning attractor (harmlessly protect nearby territory) problem would be solved.
But I would prefer to split logistic network where I cannot protect it.
But I would prefer to split logistic network where I cannot protect it.
- Tue Jul 29, 2025 5:24 pm
- Forum: Ideas and Suggestions
- Topic: Set Research with circuit logic.
- Replies: 6
- Views: 520
Re: Set Research with circuit logic.
Probably it should be better done in another way:
Add a tech to improve research
Level 1 - ability to auto select new tech to research with empty queue (none/cheapest/fastest/random) for those who do not want to select
Level 2 - Laboratories research first possible tech in the queue (at least one ...
Add a tech to improve research
Level 1 - ability to auto select new tech to research with empty queue (none/cheapest/fastest/random) for those who do not want to select
Level 2 - Laboratories research first possible tech in the queue (at least one ...
- Tue Jul 29, 2025 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Support Single Signal Across Multiple Yard Rails for FFF 377
- Replies: 4
- Views: 396
Re: Support Single Signal Across Multiple Yard Rails for FFF 377
A single rail signal placed before the fan-out section (on the main line) can be configured to apply to all parallel rails in the block.
The block highlight would appear across all connected lanes.
Trains would treat all these lanes as one shared block.
If all lanes are occupied or blocked, the ...
- Tue Jul 29, 2025 12:59 pm
- Forum: Combinator Creations
- Topic: Efficient Bioflux Production
- Replies: 7
- Views: 13592
Re: Efficient Bioflux Production
Hi!
I hope it is still not necroposting.
Rules
Fastest process for highly spoilable ingredients: All Yumako mash and Jelly must exist for the shortest time possible before consumption. This means they must be transferred directly from biolab to biolab by green inserters. Each biolab should hold ...
I hope it is still not necroposting.
Rules
Fastest process for highly spoilable ingredients: All Yumako mash and Jelly must exist for the shortest time possible before consumption. This means they must be transferred directly from biolab to biolab by green inserters. Each biolab should hold ...
- Sat Jan 13, 2024 11:47 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 102064
Re: Friday Facts #393 - Putting things on top of other things
So for me, replacing stack inserters with bulk inserters would make more sense. I'd also not be against making long and filter inserters variants of the other ones. A different base when it has been upgraded to "filter" and a longer arm when it has been upgraded to "long". This would give us 4 ...
- Fri Jan 12, 2024 11:20 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 102064
- Fri Jan 12, 2024 7:38 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 102064
Re: Friday Facts #393 - Putting things on top of other things
Nice!
For some time I wanted three things for inserters:
Ability to take exactly designated number of items; Filtered Long Inserter; Bidirectional Inserter.
Now I see Bulk Inserter would wait for full hand. But why any other Inserter cannot wait?
Now I see disabled by default filter. But why it ...
For some time I wanted three things for inserters:
Ability to take exactly designated number of items; Filtered Long Inserter; Bidirectional Inserter.
Now I see Bulk Inserter would wait for full hand. But why any other Inserter cannot wait?
Now I see disabled by default filter. But why it ...
- Fri Dec 15, 2023 5:45 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 54037
Re: Friday Facts #389 - Train control improvements
1. We would need "Station NAME ready" condition in schedule. So the Train would have hope to unload the cargo before loading it.
2. Would Train color updated when train rerouted to another Station?
EDIT:
3. How about... "Route to station with [iron] < -10000 in signals" ?
2. Would Train color updated when train rerouted to another Station?
EDIT:
3. How about... "Route to station with [iron] < -10000 in signals" ?