do you know that feeling :?
you are looking for that one good seed, you click random, random, random, countles times.. you do it for half an hour until you finally see a good seed....
and then you click random again and its gone... :shock:
can we have an option to go back to previous seeds that ...
Search found 7 matches
- Sun Jul 12, 2026 11:07 pm
- Forum: Ideas and Suggestions
- Topic: new game random seed history and bookmarks
- Replies: 0
- Views: 109
- Fri Jul 10, 2026 1:09 pm
- Forum: Ideas and Suggestions
- Topic: crashed spaceship circuit connection
- Replies: 4
- Views: 290
Re: crashed spaceship circuit connection
It interacts with inserters already, (there are 2 rows on top side where even small inserters can interact with it - maybe this should be fixed to one row as inserters are pulling stuff out of thin air?),
134329 shows that the bounding box for the Crashed Spaceship extends past the sprite. It ...
- Fri Jul 10, 2026 1:08 pm
- Forum: Ideas and Suggestions
- Topic: crashed spaceship circuit connection
- Replies: 4
- Views: 290
Re: crashed spaceship circuit connection
Nah, not doable since when you open the spaceship, it says "broken".
The connection is possible with a mod, but I think this could be also a vanilla feature.
Without a mod, it could be easily done with combinators, but they come in much later in the game when you no longer have use for the ...
- Fri Jul 10, 2026 12:01 pm
- Forum: Ideas and Suggestions
- Topic: crashed spaceship circuit connection
- Replies: 4
- Views: 290
crashed spaceship circuit connection
I suggest adding the possibility for connecting the ship to circuit network to read its contents. Since 2.0 we have access to red and green cables from the start.
Either connecting directly to the spaceship or new control center entity that fell out from the ship during the crash which will require ...
Either connecting directly to the spaceship or new control center entity that fell out from the ship during the crash which will require ...
- Fri Jul 10, 2026 11:34 am
- Forum: Ideas and Suggestions
- Topic: Manual Roboport Connection/Disconnection (Like Electric Poles)
- Replies: 2
- Views: 423
Re: Manual Roboport Connection/Disconnection (Like Electric Poles)
+1
it would be great to have an option to disconnect and isolate robot network
either logistic network disconnect, construction network disconnect or both
I would also suggest adding ability to change the size of roboport reach
would be great to have local production factory with one roboport in ...
it would be great to have an option to disconnect and isolate robot network
either logistic network disconnect, construction network disconnect or both
I would also suggest adding ability to change the size of roboport reach
would be great to have local production factory with one roboport in ...
- Fri Jul 10, 2026 1:15 am
- Forum: Balancing
- Topic: Change night vision goggles to 1x1
- Replies: 5
- Views: 1284
Re: Change night vision goggles to 1x1
+1
apart from inventory issue, they are 1/2 size of legs. real googles are not big as 1/2 human legs.
they also cant be the same size as personal roboport hosting 25 bot capable of carying rocket silos.
apart from inventory issue, they are 1/2 size of legs. real googles are not big as 1/2 human legs.
they also cant be the same size as personal roboport hosting 25 bot capable of carying rocket silos.
- Fri Jul 10, 2026 1:03 am
- Forum: Ideas and Suggestions
- Topic: Please bring back the old fluid network indicators on hover
- Replies: 2
- Views: 309
Re: Please bring back the old fluid network indicators on hover
+1 Yes, bring it back as an option
I've thought im going mad after 3 months of not playing..
I've thought im going mad after 3 months of not playing..