This auto-launching of mixed rockets should at very least be true when using the "Auto Request Building Materials" on the space platform.
I find that the "Auto Request Building Materials" is mostly unusable or extremely expensive and inefficient in its current state where it sends a full rocket of ...
Search found 13 matches
- Tue Nov 26, 2024 12:21 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 57
- Views: 13361
- Thu Nov 14, 2024 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Prioritize local tab behavior over global tab keybind (logistics signals)
- Replies: 2
- Views: 195
Re: Prioritize local tab behavior over global tab keybind (logistics signals)
+1
I also had to unbind TAB from Toggle Remove View just because of this. Which is a shame since TAB is an amazing hotkey for it.
I also had to unbind TAB from Toggle Remove View just because of this. Which is a shame since TAB is an amazing hotkey for it.
- Mon Aug 24, 2020 12:37 am
- Forum: Ideas and Suggestions
- Topic: In-game Saves folder
- Replies: 2
- Views: 1127
In-game Saves folder
What?
Upon starting a new game, all saved files related to that game are saved by default on a new folder unique to that game ID.
The name of this folder can be customized on game creation and can also be changed later on.
Why?
Players very often have multiple saves of the same game session ...
Upon starting a new game, all saved files related to that game are saved by default on a new folder unique to that game ID.
The name of this folder can be customized on game creation and can also be changed later on.
Why?
Players very often have multiple saves of the same game session ...
- Thu Mar 26, 2020 11:07 pm
- Forum: Balancing
- Topic: Efficiency Module Scaling
- Replies: 45
- Views: 23668
Efficiency Module Scaling
Efficiency Modules 2 and 3 should be stronger.
The efficiency module 1 reduces energy costs by 30%. Triple Efficiency Module 1 on anything can bring it down to the minimum energy (and pollution) cost. There is little to no reason to use tier 2 or 3 of this module, since they are way more ...
The efficiency module 1 reduces energy costs by 30%. Triple Efficiency Module 1 on anything can bring it down to the minimum energy (and pollution) cost. There is little to no reason to use tier 2 or 3 of this module, since they are way more ...
- Fri Mar 20, 2020 3:02 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 12180
Re: Ordering items from logistics network
We need to count clicks and mouse movement to evaluate this.
In the current GUI, if you want to request 500 rails:
A) Rails is already in your logistic requests:
1 - Search for the rail icon on your logistic tab
2 - Click on it.
3 - Click and drag the left slider to 500 or click on the text ...
In the current GUI, if you want to request 500 rails:
A) Rails is already in your logistic requests:
1 - Search for the rail icon on your logistic tab
2 - Click on it.
3 - Click and drag the left slider to 500 or click on the text ...
- Thu Mar 19, 2020 6:03 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 59200
Re: Friday Facts #338 - The (real) Character GUI
The new GUI looks nice and overall i think it is an improvement over the previous one.
BUT,
It takes way too many clicks to request an item from the logistic network. Even more clicks than the previous GUI, which was already bad at it.
BUT,
It takes way too many clicks to request an item from the logistic network. Even more clicks than the previous GUI, which was already bad at it.
- Mon Mar 16, 2020 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 12180
Idea for the new character logistic GUI
TL;DR
The new logistic GUI needs a "quick buy" button or hotkey that requests a stack of the item, but no resupply afterwards.
The new logistic GUI seems to be a huge improvement over the existing one, but it seems to have one big flaw: doing quick requests takes too long.
What do i mean by ...
The new logistic GUI needs a "quick buy" button or hotkey that requests a stack of the item, but no resupply afterwards.
The new logistic GUI seems to be a huge improvement over the existing one, but it seems to have one big flaw: doing quick requests takes too long.
What do i mean by ...
- Sun Feb 23, 2020 1:19 am
- Forum: Ideas and Suggestions
- Topic: Car Improvements
- Replies: 15
- Views: 4711
Re: Car Improvements
the car becomes pretty much useless.
Lord no! I use the automobile through-out the entire game. Nothing shuttles large amounts of items like the car, tank is close but slower, and train is only good if you've laid track nearby. And like previously mentioned, it looks like you haven't ...
- Sun Feb 23, 2020 12:58 am
- Forum: General discussion
- Topic: 0.18 DeathWorld
- Replies: 29
- Views: 16544
Re: 0.18 DeathWorld
Here's what works for me on deathworld marathon:
1 - Get a map with forest as a starting biome. Trees help a lot with pollution.
2 - Get a map with an iron ore patch you can expand to not too far away from the starting area. An early iron mining outpost can be of great help. Use belts to bring this ...
1 - Get a map with forest as a starting biome. Trees help a lot with pollution.
2 - Get a map with an iron ore patch you can expand to not too far away from the starting area. An early iron mining outpost can be of great help. Use belts to bring this ...
- Thu Feb 20, 2020 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Car Improvements
- Replies: 15
- Views: 4711
Car Improvements
The car is initially a very nice navigation tool for long distances, but once the player gets his hands on enough exosqueletons the car becomes pretty much useless. And then, there are also trains.
Another thing, the car should not be dragged by transport belts.
1. There should be car upgrades on ...
Another thing, the car should not be dragged by transport belts.
1. There should be car upgrades on ...
- Tue Nov 05, 2019 4:00 am
- Forum: Ideas and Suggestions
- Topic: Backpacks
- Replies: 4
- Views: 1899
Re: Backpacks
How about putting them in the modular armor grid?
- Tue Nov 05, 2019 3:50 am
- Forum: Ideas and Suggestions
- Topic: Better scaling of enemies + alien tactics
- Replies: 13
- Views: 5870
Re: Better scaling of enemies + alien tactics
I have played a lot in deathworld marathon and I agree with you.
For the deathworld marathon settings, the biters seem extremely dangerous at first, but once you hit certain military techs and get enough resources, the aliens become nothing but a nuisance.
I would like to add another point, related ...
For the deathworld marathon settings, the biters seem extremely dangerous at first, but once you hit certain military techs and get enough resources, the aliens become nothing but a nuisance.
I would like to add another point, related ...
- Fri Nov 01, 2019 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Better module management
- Replies: 2
- Views: 1735
Better module management
TL;DR
We need better and faster way of changing or adding modules to assemblers and other structures.
What ?
Currently, if an assembler is filled with 4 red (productivity) modules, and you want to replace one of them with a blue (speed) module, you have to select the assemlber and manually ...
We need better and faster way of changing or adding modules to assemblers and other structures.
What ?
Currently, if an assembler is filled with 4 red (productivity) modules, and you want to replace one of them with a blue (speed) module, you have to select the assemlber and manually ...