The way you wrote that suggestion doesn't make sense to me. 6 inserters with a single filter each can already handle 6 unique inputs. What you describe would allow 36. Is that what you meant?
A standard wagon has 40 slots, so if you were to filter every slot with a unique product, your 6x6 filtered ...
Search found 308 matches
- Fri Aug 07, 2026 8:13 am
- Forum: Ideas and Suggestions
- Topic: Consider a 6th filter slot in inserters
- Replies: 1
- Views: 283
- Mon Jul 20, 2026 7:57 am
- Forum: Gameplay Help
- Topic: Need help with placing railway signals
- Replies: 4
- Views: 550
Re: Need help with placing railway signals
That's a cool design.
To get some meaningful feedback, you might like to include some additional information such as left hand or right hand drive, and the expected train length(s) that will be used.
There are a myriad of ways this could be signalled.
The roundabouts might cause issues for long ...
To get some meaningful feedback, you might like to include some additional information such as left hand or right hand drive, and the expected train length(s) that will be used.
There are a myriad of ways this could be signalled.
The roundabouts might cause issues for long ...
- Wed Jul 08, 2026 9:00 am
- Forum: Ideas and Suggestions
- Topic: Pipes don't automatically connect to pipes that are next to them.
- Replies: 4
- Views: 424
Re: Pipes don't automatically connect to pipes that are next to them.
Let's say you have a line of pipes. If you draw another line of pipes going in the same direction right next to them, the pipes all connect. Maybe make that not happen. Make me have to click on one pipe and drag to the other in order to connect. Could possibly make it work like belts.
I ...
- Tue Jul 07, 2026 7:48 am
- Forum: Ideas and Suggestions
- Topic: Mixed quality crafting
- Replies: 9
- Views: 930
Re: Mixed quality crafting
As long as the default recipe is a specific quality level, and the player had to make the decision to allow "any" quality, this would minimise player confusion. I don't mind the suggestion, other than it does trivialise the logistics of managing multiple quality levels, which I think the devs want ...
- Sun May 31, 2026 7:38 am
- Forum: Outdated/Not implemented
- Topic: Two-way-Belts
- Replies: 11
- Views: 1098
Re: Two-way-Belts
How would splitters work?
- Fri Apr 24, 2026 7:30 am
- Forum: Ideas and Suggestions
- Topic: Unbalanced running
- Replies: 2
- Views: 434
Re: Unbalanced running
You didn't actually make a suggestion. Do you want the green combinations to stop working, or the red combinations to start working. If anything would be to change, I would expect to see the W and S or A and D cancel each other out and no running occur at all.
I believe this has been mentioned in ...
I believe this has been mentioned in ...
- Fri Apr 24, 2026 7:26 am
- Forum: Ideas and Suggestions
- Topic: Make "Rush to Space" achievement more consistent with other achievements
- Replies: 11
- Views: 1855
Re: Make "Rush to Space" achievement more consistent with other achievements
I got caught out with this the first time I tried Rush to Space. I had misunderstood that simply researching would break the achievement. I agree that making this a little more ... flexible ... would be easier for some players to understand.
- Wed Apr 22, 2026 10:42 am
- Forum: General discussion
- Topic: So much room for activities
- Replies: 2
- Views: 2554
Re: So much room for activities
*snip*
I do know that nuclear reactors gain boosts when placed close together . I'll be expanding in that direction in the future.
Not sure if it's any good or not. I came up with it myself and still need to learn how to work with blueprints and save things.
https://i.imgur.com/Zb4g1eL.png ...
- Mon Feb 02, 2026 10:06 am
- Forum: Gameplay Help
- Topic: Help with spaceship schedule
- Replies: 3
- Views: 876
Re: Help with spaceship schedule
Got it! Thanks.
- Mon Feb 02, 2026 8:28 am
- Forum: Gameplay Help
- Topic: Help with spaceship schedule
- Replies: 3
- Views: 876
Help with spaceship schedule
Hi there,
I feel stupid but I can't understand this spaceship schedule properly. The green square signal is the "OK, I have enough ammo and fuel" so it's safe to leave. Then I want to also leave only if EITHER of purple or orange science is empty. This doesn't look right to me, but I can't seem to ...
I feel stupid but I can't understand this spaceship schedule properly. The green square signal is the "OK, I have enough ammo and fuel" so it's safe to leave. Then I want to also leave only if EITHER of purple or orange science is empty. This doesn't look right to me, but I can't seem to ...
- Tue Jan 06, 2026 7:24 am
- Forum: Show your Creations
- Topic: Your bots at their best
- Replies: 1
- Views: 1565
Re: Your bots at their best
It's so beautifuuulllll..... 
- Mon Dec 29, 2025 4:55 am
- Forum: Ideas and Suggestions
- Topic: Add more decimal places in assembler tooltip
- Replies: 16
- Views: 5828
Re: Add more decimal places in assembler tooltip
Adding a rate calculator tool to the base game could help resolve the underlying issue... devs listening? 
- Wed Dec 17, 2025 7:30 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2118
- Views: 1197822
Re: Simple Questions and Short Answers
These are the projectiles launched by the Strafers (the spider-like creatures) and cannot be destroyed once launched (at least I haven't worked out how!) If you can run around in circles fast enough, they will eventually crash without hitting the player.
- Tue Dec 09, 2025 7:35 am
- Forum: Ideas and Suggestions
- Topic: More Interplanetary Logistics
- Replies: 1
- Views: 542
Re: More Interplanetary Logistics
I get why the inner planet's science isn't required for all science, as that way it doesn't lock the player into visiting the planets in a set order. And you acknowledge yourself that once Aquilo is unlocked then the player is back to 100% using all sciences (for a while). I would like to see all ...
- Fri Dec 05, 2025 6:38 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: tiny 90 SPM bootstrap factory
- Replies: 9
- Views: 9508
Re: tiny 90 SPM bootstrap factory
Maybe "compact" for what it is able to produce.
- Fri Sep 19, 2025 8:28 am
- Forum: Not a bug
- Topic: [2.0.66] Cannot super force build over space ship remnants
- Replies: 1
- Views: 605
Re: [2.0.66] Cannot super force build over space ship remnants
Those items have a property non-destructable=true which means they can't be built on and robots won't pick them up.
There's a better description elsewhere, but I can find it. This tells part of the story.
viewtopic.php?p=508910&hilit=destructable#p508910
There's a better description elsewhere, but I can find it. This tells part of the story.
viewtopic.php?p=508910&hilit=destructable#p508910
- Tue Aug 19, 2025 8:42 am
- Forum: General discussion
- Topic: People who have just one save file...why?
- Replies: 34
- Views: 9273
Re: People who have just one save file...why?
How old are you? I guess you're a bit older. Probably you grew up with computers malfunctioning, hardware and software. A sudden crash, and all your work is destroyed, because there are no autosaves. Someone who grew up with earlier computers will save every few minutes as reflex. In contrast to ...
- Fri Aug 15, 2025 7:23 am
- Forum: Gameplay Help
- Topic: Next to no Tungsten nor Coal on Vulcanus?
- Replies: 9
- Views: 3210
Re: Next to no Tungsten nor Coal on Vulcanus?
If you don't mind "cheating" you could go into editor and scout around. Reload your game to reset the map to unexplored.
- Mon Jul 21, 2025 8:47 am
- Forum: Gameplay Help
- Topic: splitter bug / problem
- Replies: 6
- Views: 1623
Re: splitter bug / problem
The first one will also jam if items are only on one (wrong) side of the belt. Side loading an underground only lets through the product that hits the "open" half of it.
- Tue Jul 01, 2025 9:10 am
- Forum: Not a bug
- Topic: Cannot remove modules from assembly machine without recipe
- Replies: 1
- Views: 712
Cannot remove modules from assembly machine without recipe
I tried a search but didn't get any relevant results...
I had some assembly machines with speed modules inserted. Upon clearing the recipe, and before selecting a new recipe, there doesn't seem to be a way to remove the modules from the machine in remote view. (I'm not on the same planet)
When I ...
I had some assembly machines with speed modules inserted. Upon clearing the recipe, and before selecting a new recipe, there doesn't seem to be a way to remove the modules from the machine in remote view. (I'm not on the same planet)
When I ...