Search found 225 matches

by Sad_Brother
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.
by Sad_Brother
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 ...
by Sad_Brother
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

Shirasik wrote: Fri Aug 29, 2025 3:29 am 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.
by Sad_Brother
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.

;)
by Sad_Brother
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.
by Sad_Brother
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.
by Sad_Brother
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 ...
by Sad_Brother
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

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.
But storage containers has no control. There is no reason to have connectability.
by Sad_Brother
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 ...
by Sad_Brother
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. :shock:
by Sad_Brother
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.
by Sad_Brother
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 ...
by Sad_Brother
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 ...
by Sad_Brother
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 ...
by Sad_Brother
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 ...
by Sad_Brother
Fri Jan 12, 2024 11:20 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

MartenM wrote: Fri Jan 12, 2024 10:53 pmWe don't have a 'filter' belt so ...
Splitter?
by Sad_Brother
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 ...
by Sad_Brother
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" ?

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