I choose to follow what I think the dev vision is for the game, its just the vibe I go for personally.
To that effect, I don't use design tricks like using permanently stationary wagons as big chests etc
I would love to get insight from a dev as to if the asteroid reprocessing quality tradeup was ...
Search found 22 matches
- Fri Jun 13, 2025 2:45 pm
- Forum: General discussion
- Topic: Was the choice to make asteroid chunk reprocessing to get legendary items the easiest path a purposeful design choice?
- Replies: 4
- Views: 1143
- Tue Dec 17, 2024 3:23 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 82
- Views: 37305
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
This is surely satire?!?!
- Sat Nov 23, 2024 11:13 am
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 26769
Re: Version 2.0.21
Added drag-to-reorder to the research queue.
Oh thank you thank you thank you
- Wed Oct 30, 2024 7:59 pm
- Forum: Releases
- Topic: Version 2.0.13
- Replies: 15
- Views: 12639
Re: Version 2.0.13
great devs
- Wed Oct 30, 2024 6:13 pm
- Forum: Won't fix.
- Topic: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one (MR)
- Replies: 10
- Views: 2790
Re: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one.
This design choice makes default values impossible
Please see the comment literally right above yours where I show it is not impossible, just unintuitive and a bit of a pain to set up. I still wish kovarex would let us break up combined values if we wish, but its not impossible. I can see his ...
- Wed Oct 30, 2024 8:51 am
- Forum: Duplicates
- Topic: Green and red wire
- Replies: 2
- Views: 524
Re: Green and red wire
green and red wire have moved to the shortcuts alt+g and alt+r
Might also be worth mentioning that copper cabling electric poles can be done with alt+c now too
Might also be worth mentioning that copper cabling electric poles can be done with alt+c now too
- Tue Oct 29, 2024 9:27 am
- Forum: Combinator Creations
- Topic: Blueprint Parameterisation - static values from formulas.
- Replies: 1
- Views: 1553
Re: Blueprint Parameterisation - static values from formulas.
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- Mon Oct 28, 2024 9:31 pm
- Forum: Combinator Creations
- Topic: Blueprint Parameterisation - static values from formulas.
- Replies: 1
- Views: 1553
Blueprint Parameterisation - static values from formulas.
Say you have a blueprint that you want to query the player for a number, and you want it to default to something like 1. Maybe a train station train limit.
You create a constant combinator with an L signal of value 1.
Elsewhere in your blueprint however, you have an arithmetic combinator serving ...
You create a constant combinator with an L signal of value 1.
Elsewhere in your blueprint however, you have an arithmetic combinator serving ...
- Mon Oct 28, 2024 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Wider parameter menu, for longer values, variable names and formulas
- Replies: 0
- Views: 209
Wider parameter menu, for longer values, variable names and formulas
Please, I want to be able to see more than a few string characters in this input boxes to make it readable.
- Mon Oct 28, 2024 9:10 pm
- Forum: Won't fix.
- Topic: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one (MR)
- Replies: 10
- Views: 2790
Re: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one.
Okay, I found a work-around.
For the values that you NEED to remain static, set their value to something very unique, in this case 1000, 1001, then in the formula, write in what they actually should be. They will be initialised to the formula value no matter what.
So in this example, I want signal A ...
For the values that you NEED to remain static, set their value to something very unique, in this case 1000, 1001, then in the formula, write in what they actually should be. They will be initialised to the formula value no matter what.
So in this example, I want signal A ...
- Mon Oct 28, 2024 8:48 pm
- Forum: Won't fix.
- Topic: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one (MR)
- Replies: 10
- Views: 2790
Re: [Kovarex] [2.0.9] Blueprint parameters with same value are collapsed to one.
For that reason, I would leave it as it is, and if you want to differentiate the numbers in the parametrised blueprints, you just have to give separate numbers, which is always possible.
I disagree. I have just tried to create a blueprint for a train station where the user is asked upon ...
- Fri Aug 05, 2022 11:25 pm
- Forum: Gameplay Help
- Topic: Keep exact # of items in remote chest with circuit network
- Replies: 13
- Views: 9725
Re: Keep exact # of items in remote chest with circuit network
0eNrlWuuOqzYQfhf/rMIqXMIlavsi1QoRmGysAka2iU664t1rh4QQghMPR+pZdf8kAsxcvplvZuzkk+zKFhpOa0m2n4TmrBZk+9cnEfSjzkp9T54aIFtCJVRkReqs0lfwo+EghCN5VouGcensoJSkWxFaF/CDbN3ufUWgllRS6CWeL05p3VY74GrBIGtHPxwoIZec5k7DSlBqGibUm6zWBihpjrtZkRPZem6iVCgja7Wcnm39JK7 ...
- Wed Aug 03, 2022 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Logistics bot cargo should count as contents of network.
- Replies: 18
- Views: 10236
Re: Logistics bot cargo should count as contents of network.
The workaround is to build a realistic logistic system with buffers in place to achieve a goal. If the outpost has 10 ammo left, send the train to deliver 200. It will not request another train for a while, even if some are in logi bots. Use active/passive/storage/buffer chests to control the ...
- Sun Nov 14, 2021 11:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Blueprint modifier
- Replies: 2
- Views: 1655
Re: Blueprint modifier
Any indications this is still the dev plan?
- Sun Nov 14, 2021 11:07 pm
- Forum: Implemented Suggestions
- Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
- Replies: 39
- Views: 14835
- Sun Nov 14, 2021 11:06 pm
- Forum: Implemented Suggestions
- Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
- Replies: 39
- Views: 14835
Re: mark-for-upgrading when blueprinting over fast-replaceable entities
I'm note sure we're understanding each other. What I meant is when I upgrade one entity, I don't always want to upgrade all entities of the same type in all my base. I may want to upgrade just a few entities at strategic locations of my base.
The way I'd do it is have N blueprints, one for every ...
- Sun Nov 14, 2021 11:01 pm
- Forum: Implemented mod requests
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 7086
- Sat Nov 13, 2021 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Deconstructed entities that have an identical blueprint placed on top should have their deconstruction orders removed.
- Replies: 3
- Views: 2113
- Sat Nov 13, 2021 7:56 pm
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 57707
Re: Hotkey to replace existing structures with blueprint
+1
Actually very surprised this isn't already a thing with how polished the game is.
Is this a dev choice, or simply overlooked?
I would settle for a mod.
Actually very surprised this isn't already a thing with how polished the game is.
Is this a dev choice, or simply overlooked?
I would settle for a mod.
- Thu Apr 23, 2020 6:07 pm
- Forum: Gameplay Help
- Topic: Circuit cannot handle more than 2 items at a time.
- Replies: 3
- Views: 1690
Re: [0.18.19] Circuit cannot handle more than 2 items at a time.
Thanks Posila! I had no idea haha. I am new to signals to be honest. I now want to figure out why it works at all with the two item types, but I'll search the wiki some more, thanks again.