Please additionally provide the distance to the target planet as a signal from the Space hub.
By integrating the velocity over time, we get a considerable error, since velocity is rounded to integer.
Another solution would be to provide velocity in m/s for higher precision, but I still prefer to ...
Search found 41 matches
- Tue Dec 02, 2025 11:02 am
- Forum: Ideas and Suggestions
- Topic: Read distance from/to planets from the space platform hub
- Replies: 14
- Views: 1439
- Tue Dec 02, 2025 9:55 am
- Forum: Frequently Suggested / Link Collections
- Topic: Improvement of crafting queue
- Replies: 20
- Views: 36492
Re: Improvement of crafting queue
For the link-list of this topic see down! -- ßilk
I can't believe these haven't been implemented yet.
1) When an item is in the toolbox, and when crafting something that requires that item as one of the ingredients, then do NOT take away that item to craft the current item. Example: Normal ...
- Tue Dec 02, 2025 9:52 am
- Forum: Frequently Suggested / Link Collections
- Topic: Improved Vehicle Control
- Replies: 11
- Views: 9983
Re: Improved Vehicle Control
There is a mod which perfectly solves this issue. It's called Vehicle Snap. Please integrate it into vanilla.
No need for complex solutions, or breaking changes here.
No need for complex solutions, or breaking changes here.
- Tue Dec 02, 2025 9:26 am
- Forum: Frequently Suggested / Link Collections
- Topic: Water as limited ressource
- Replies: 33
- Views: 40673
Re: Water as limited ressource
I see all these suggestions for food but never have I once seen something for water while it is even more important for human life than food so i was thinking of a water meter and also adding water as a resource meaning that eventually the water you pump and drink will make the water in your pond ...
- Tue Dec 02, 2025 9:21 am
- Forum: Frequently Suggested / Link Collections
- Topic: Enemy Variations / Enemy Variety / New Enemies / Boss
- Replies: 6
- Views: 15213
Re: Enemy Variations / Enemy Variety / New Enemies / Boss
Please add underwater enemy for Aquilo. Something with tentacles or just a sea worm monster similar to the one in vulcanus.
- Tue Dec 02, 2025 9:18 am
- Forum: Frequently Suggested / Link Collections
- Topic: Cable Resistance / Non-lossless Power Transmission
- Replies: 18
- Views: 25045
Re: Cable Resistance / Non-lossless Power Transmission
This is about energy loss over distance .
First: The point, why I underline "over distance" is, that it makes no sense to add just some power loss per power pole or add different power networks with different voltage and transformers between the networks (just two examples of many ideas). The ...
- Tue Dec 02, 2025 9:17 am
- Forum: Frequently Suggested / Link Collections
- Topic: What do biters do in their spare time? (Pheromone pathfind)
- Replies: 33
- Views: 39675
Re: What do biters do in their spare time? (Pheromone pathfind)
I moved this topic into Frequently Suggested, cause it has again and again some relevance to other subjects and is a basic technology for many, many other ideas.
Especially it looks like, that implementing this would enable to have "pseudo intelligent behavior" for the natives. All in all you ...
- Tue Dec 02, 2025 9:10 am
- Forum: Ideas and Suggestions
- Topic: Pumps max pump rate controlled by circuit network
- Replies: 9
- Views: 4016
Re: Reading and setting the pumping speed
Please allow us to set the maximum pumping speed. Obviously it must be under the maximum pumping speed of that specific pump in order to work.
- Tue Dec 02, 2025 9:05 am
- Forum: Ideas and Suggestions
- Topic: Disable damage alerts for specific spaceships/surfaces
- Replies: 2
- Views: 98
Disable damage alerts for specific spaceships/surfaces
Some spaceships get minor damage and that is totally acceptable. The ship is planned to repair such minimal damage.
The problem is, damage alerts get mixed with planet damage alerts from biters/etc, which are utterly important. No one has patience to constantly check the damage in this case, since ...
The problem is, damage alerts get mixed with planet damage alerts from biters/etc, which are utterly important. No one has patience to constantly check the damage in this case, since ...
- Mon Nov 17, 2025 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Train to train loading --> bigger chests (1x2)
- Replies: 21
- Views: 8111
Re: Train to train loading --> bigger chests (1x2)
Many years later I still want this. Why can't we get a 1x2 chest in vanilla?
Even if it is just wood, iron and steel, no need for logistics ones.
Even if it is just wood, iron and steel, no need for logistics ones.
- Mon Nov 17, 2025 5:34 pm
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 65
- Views: 11294
Re: Quality should increase train wagons capacity.
Please also increase locomotive max speed and acceleration with higher quality.
Because it simply makes absolute sense to do it.
Trains simply need more love in this game, especially less use of UPS for having wonderful train megabases again. Because everything done with belts just because of bad ...
Because it simply makes absolute sense to do it.
Trains simply need more love in this game, especially less use of UPS for having wonderful train megabases again. Because everything done with belts just because of bad ...
- Mon Nov 17, 2025 5:32 pm
- Forum: General discussion
- Topic: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
- Replies: 31
- Views: 3221
Re: "Quality" almost single-handedly ruined my love of the game, here's how I pushed through that mental block
If there's one thing that my particular brain worms will not allow when building; it's waste. Raw materials used imperfectly, wasted space, idle machines at peak load, excess power usage; it's all gotta go. Productivity modules will be crammed into every space they can and efficiency beacons at ...
- Mon Nov 17, 2025 5:31 pm
- Forum: Balancing
- Topic: Quality should increase train wagons capacity.
- Replies: 65
- Views: 11294
- Mon Nov 17, 2025 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 65
- Views: 32483
- Mon Nov 17, 2025 11:18 am
- Forum: Ideas and Suggestions
- Topic: A way to plant trees anywhere on Nauvis
- Replies: 16
- Views: 4695
Re: A way to plant trees anywhere on Nauvis
Any progress on this?
I want to plant trees on landfill in Nauvis. Especially useful when playing with lots of water in the map.
I want to plant trees on landfill in Nauvis. Especially useful when playing with lots of water in the map.
- Wed Jun 25, 2025 6:41 pm
- Forum: Gameplay Help
- Topic: Bad Cargo Wagon Performance in Vanilla
- Replies: 4
- Views: 1641
Re: Bad Cargo Wagon Performance in Vanilla
Well, it would be really nice to have the mentioned chests in vanilla. That would allow very interesting constructs... even if it were just a 1x2 chest, I can just imagine how much I could do with it. 1x3, 1x4, 2x2, 2x3: that would be a dream realized.
Thats actually the source of the problem ...
Thats actually the source of the problem ...
- Wed Dec 04, 2024 8:47 pm
- Forum: Pending
- Topic: [2.0.22] High UPS Cost Asteroid Collector
- Replies: 5
- Views: 1707
Re: [2.0.22] High UPS Cost Asteroid Collector
Confirmed: Asteroid collector is causing huge UPS impact, even when the spaceship is already stationary at the shattered planet.
- Fri Jul 19, 2024 9:02 pm
- Forum: Gameplay Help
- Topic: Bad Cargo Wagon Performance in Vanilla
- Replies: 4
- Views: 1641
Bad Cargo Wagon Performance in Vanilla
When building the prototype of a megabase with huge trains, I've noticed that I could use a single Cargo Wagon on 2 pieces of rail as a big 2 x 6 chest. I needed this because the 1x1 chest does not satisfy several design conditions as a temporary buffer for unloading from train directly to factories ...
- Fri Sep 17, 2021 11:55 am
- Forum: Implemented Suggestions
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 23498
Re: improve train block overlay: add directions
Yeah... I would really, really enjoy this feature!
- Sun Sep 12, 2021 7:33 pm
- Forum: Minor issues
- Topic: [1.1.39] Trains are not rebuilt correctly after performing UNDO
- Replies: 4
- Views: 2594
Re: [1.1.39] Trains are not rebuilt correctly after performing UNDO
In any way it causes this undesired behavior. Please tell me if I can help providing any further information, I'll be looking this thread actively. And many thanks for your support too.