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 ...
Search found 303 matches
- Fri Apr 24, 2026 7:30 am
- Forum: Ideas and Suggestions
- Topic: Unbalanced running
- Replies: 2
- Views: 337
- 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: 1193
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: 1653
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: 587
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: 587
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: 709
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: 4755
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: 2080
- Views: 1088799
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: 447
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: 8299
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: 505
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: 7689
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: 2503
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: 1307
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: 585
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 ...
- Sun Jun 15, 2025 7:36 am
- Forum: Not a bug
- Topic: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
- Replies: 4
- Views: 1406
Re: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
With the output full, the assembler won't do anything anyway. Removing the spoilage from the input slot will result in more Yumako being loaded, but nothing done with it, and it will just spoil, so I don't see any benefit of changing the current behaviour.
- Tue Jun 03, 2025 9:03 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.54] Vehicle auto-reload
- Replies: 3
- Views: 4356
Re: [boskid][2.0.54] Vehicle auto-reload
Will the vehicle auto-load if the existing quality ammo runs out, but there is other quality available?
viewtopic.php?t=123858
viewtopic.php?t=123858
- Mon Jun 02, 2025 9:45 am
- Forum: Ideas and Suggestions
- Topic: Ability for Inserters to downgrade quality
- Replies: 6
- Views: 1845
Re: Ability for Inserters to downgrade quality
1. Quality is punishing to experiment with. [...] If Quality items build up, they can cause a partial or complete shutdown of the factory. If a player decides they no longer want use quality, they need to go through and completely filter out all quality items previously produced. [...]
Hard ...
- Tue May 13, 2025 8:58 am
- Forum: Gameplay Help
- Topic: Legendary Mech Armor
- Replies: 39
- Views: 15300
Re: Legendary Mech Armor
This.SirSmuggler wrote: Tue May 13, 2025 7:58 am You can recycle holmium plates in to homlium plates. So slap quality modules in the recycler and feed it holmium plates.
- Fri May 09, 2025 8:35 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 466
- Views: 193132
Re: Gleba has killed the game for me.
I've really enjoyed my time on Gleba (this time!)
It's interesting that you say "this time". Because I think a lot of the issues people have with Gleba are to do with the learning curve. There are a lot of new concepts thrown at you all at once in a high pressure environment, and you need to ...