Search found 76 matches
- Sun Nov 17, 2024 8:31 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 36
- Views: 7162
Re: Auto-launching of mixed rockets
Our opinions are not mutually exclusive. I think they are. If they released before it was ready and didn't tell us, it wouldn't be very transparent would it? I thought Kovarex was pretty clear when he said things to the effect of 'well we [Wube] like it at least' and 'a studio very rarely if ever p...
- Sat Nov 16, 2024 8:18 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 36
- Views: 7162
Re: Auto-launching of mixed rockets
Our opinions are not mutually exclusive.
- Sat Nov 16, 2024 12:42 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 36
- Views: 7162
Re: Auto-launching of mixed rockets
This would be so easily fixed by having the rocket silo accept any payload greater than 900kg for automatic launch, and it would just launch the first available 'mixed bag' of requested items that fulfills that requirement. I think they just didn't finish Space Age and must have released it early fo...
- Sat Nov 16, 2024 12:31 am
- Forum: Ideas and Suggestions
- Topic: Document space drag somewhere in the factoriopedia, and the concept in Tips & Tricks
- Replies: 2
- Views: 222
Re: Document space drag somewhere in the factoriopedia, and the concept in Tips & Tricks
Better idea: remove space drag.
- Fri Nov 15, 2024 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Add a second recipe for fruit processing that makes only seeds
- Replies: 6
- Views: 390
Re: Add a second recipe for fruit processing that makes only seeds
The one part that is exceedingly annoying, and maybe not that well thought through IMO, is that reseeding the farming cranes is an absolute pain without requester chests. Maybe it would have been fine if the cranes themselves could post a logistic request for seeds, but even then you need to have a...
- Fri Nov 15, 2024 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Circuit Network Functionality to Solve Space Platform Logistics
- Replies: 9
- Views: 785
Re: Advanced Circuit Network Functionality to Solve Space Platform Logistics
I seem to remember that there was an FFF where a dev said they were too lazy to add more than one wirelessly transmitted circuit signal per surface. You make a good point that the existence of logistic groups probably lays the foundation for them to easily add a more powerful wireless circuit network.
- Fri Nov 15, 2024 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
- Replies: 6
- Views: 1299
Re: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
I consider this a bug.
Your suggestion is clearly the correct way to do this. It's not a wait condition if it's just ignored anyway.
Your suggestion is clearly the correct way to do this. It's not a wait condition if it's just ignored anyway.
- Sun Nov 10, 2024 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Add "Allowed modules" and "Set modules" circuit options to assembler
- Replies: 4
- Views: 307
Re: Add "Allowed modules" and "Set modules" circuit options to assembler
I've encountered similar problem when I've tried playing with quality ingredients before leaving the Nauvis. I was hoping to make an intelligent smelting array to balance quality outputs of a factory. I do however agree with the opinion that bots are OP, so I'd like to suggest adding a switch to in...
- Sun Nov 10, 2024 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Add lightning collector equipment
- Replies: 5
- Views: 357
Re: Add lightning collector equipment
I like it.
Have a 1x6 'portable lightning rod' that acts like a regular lightning rod, just centred on the player and it charges the suit battery.
At present, you kinda have to get a portable fission reactor before going to Fulgora and I see no good reason for that.
Have a 1x6 'portable lightning rod' that acts like a regular lightning rod, just centred on the player and it charges the suit battery.
At present, you kinda have to get a portable fission reactor before going to Fulgora and I see no good reason for that.
- Sun Nov 10, 2024 5:38 am
- Forum: Gameplay Help
- Topic: Cannot get yumako farm to work.
- Replies: 5
- Views: 1174
Re: Cannot get yumako farm to work.
Probably just bad luck. Each fully-grown plant gives you 50 fruit, and each fruit has a (base) 2% chance to produce a seed. On average, each fruit gives exactly one seed. From a fully-grown plant, you have: roughly a 1/3 chance of getting 0 seeds, roughly 1/3 chance of getting 1 seed, and roughly 1/...
- Sat Nov 09, 2024 6:58 am
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 39
- Views: 9417
Re: Is it possible to transfer cargo between different space platforms on the same planet's orbit ?
No, it is not possible.
You make a good point about collecting small requests.
You make a good point about collecting small requests.
- Fri Nov 08, 2024 1:46 am
- Forum: Balancing
- Topic: Biter expansion too aggressive
- Replies: 6
- Views: 754
Re: Biter expansion too aggressive
Welp, I had a big worm spawn and take down a wall when I was on another planet. Some time later, biters had set up all their old bases within large walled-off portion of the map. This really ought to be fixed/rebalanced. You can remote drive a tank (and you can equip it with a roboport), so you sho...
- Fri Nov 08, 2024 1:44 am
- Forum: Gameplay Help
- Topic: Cargo Landing Pad circuit logic & logistics
- Replies: 6
- Views: 2251
Re: Cargo Landing Pad circuit logic & logistics
You're doing it wrong :) The devs only want you to use logistic bots to do everything with the silo. I know the circuit options are present but they're essentially non-functional as you've noticed. There are other things that you can't do, like load processing units, rocket fuel or low-density stru...
- Thu Nov 07, 2024 4:25 am
- Forum: Balancing
- Topic: Biter expansion too aggressive
- Replies: 6
- Views: 754
Re: Biter expansion too aggressive
Welp, I had a big worm spawn and take down a wall when I was on another planet. Some time later, biters had set up all their old bases within large walled-off portion of the map. This really ought to be fixed/rebalanced.
- Thu Nov 07, 2024 3:37 am
- Forum: Gameplay Help
- Topic: Flush fluids with automation?
- Replies: 6
- Views: 931
Re: Flush fluids with automation?
This is a setup that naively switches to the oil with the most quantity. It does flushing previous fluids back into their tanks. - the selector combinator determines the oil with the most quantity - the pumps facing right activate dependent on selected oil - the flushing pumps have a filter for the...
- Thu Nov 07, 2024 3:30 am
- Forum: Ideas and Suggestions
- Topic: Let cargo bays connect to circuit network
- Replies: 7
- Views: 362
Re: Let cargo bays connect to circuit network
Should also allow inserters to insert items into the cargo bays. I don't know about that...it seems like it's half as exploitable as just allowing full inserter access. Free item teleportation to a single location. I would definitely have a column of cargo bays running up and down every ship for ex...
- Thu Nov 07, 2024 3:29 am
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 55
- Views: 27243
Re: Add Electric boilers into the base game
Uhh... am I missing something? You can already store energy in the form of steam, in liquid tanks. In fact I thought that was the canonical way to store the massive power outptut from fission reactors, so you don't waste nuclear rods. There are no current ways to generate steam without consuming so...
- Wed Nov 06, 2024 5:52 am
- Forum: Ideas and Suggestions
- Topic: Signal Poles for signal-only transmission
- Replies: 16
- Views: 2026
Re: Circuit pole--like a power pole but optimized for circuit wires
The best solution might be to mass-produce legendary wooden electric poles
- Wed Nov 06, 2024 5:48 am
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 55
- Views: 27243
Re: Add Electric boilers into the base game
Uhh... am I missing something?
You can already store energy in the form of steam, in liquid tanks. In fact I thought that was the canonical way to store the massive power outptut from fission reactors, so you don't waste nuclear rods.
You can already store energy in the form of steam, in liquid tanks. In fact I thought that was the canonical way to store the massive power outptut from fission reactors, so you don't waste nuclear rods.
- Wed Nov 06, 2024 5:44 am
- Forum: Ideas and Suggestions
- Topic: lightning in space
- Replies: 3
- Views: 303