Search found 85 matches

by kpreid
Wed Jan 22, 2025 4:35 pm
Forum: Ideas and Suggestions
Topic: Automated landfill should be optional
Replies: 17
Views: 2748

Re: Automated landfill should be optional

I would like this as an option, and I would also like an option to turn off automatically destroying cliffs in the same circumstances (when using them as walls on Nauvis, or for aesthetics).
by kpreid
Mon Jan 20, 2025 5:46 pm
Forum: Gameplay Help
Topic: shift click equip armor [strike]makes the next item in inventory disappear[/strike] sends items trash?
Replies: 1
Views: 366

Re: shift click equip armor [strike]makes the next item in inventory disappear[/strike] sends items trash?

I can reproduce this (version 2.0.28). It seems to happen only with armor types that provide an inventory bonus (mech armor, modular armor), and not with ones that don’t (light armor, heavy armor).

This should become a bug report.
by kpreid
Sat Jan 18, 2025 3:36 pm
Forum: Gameplay Help
Topic: Remote restart of Gleba?
Replies: 7
Views: 1371

Re: Remote restart of Gleba?

I recently broke Gleba by accidentally sending all my yumako seeds to overgrowth soil. It would have been fixable remotely if I had had a chest of spare seeds to release. I had solar power, and bootstrap nutrient production, but the nutrient supply couldn’t keep up with the whole base’s demands, so ...
by kpreid
Wed Jan 15, 2025 2:25 pm
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 92
Views: 155620

Re: Space Platform 101 Discussion


...but, I've built a rocket - it's sitting in my silo on Nauvis, with a starter pack in it, waiting to go to Gleba.


When you choose a planet in the “New space platform” dialog, you’re choosing which planet its starter pack will be launched from. You can’t build a new platform by launching a ...
by kpreid
Sun Dec 08, 2024 7:39 pm
Forum: Balancing
Topic: Railguns were a disappointment
Replies: 12
Views: 3059

Re: Railguns were a disappointment

I felt a little let down too when I got the railgun and ran around Vulcanus clearing out every demolisher. I don't think the problem is necessarily that the end game weapon is OP; rather, for me, there isn't enough motivation to expand on Vulcanus and run up against space limits that make finally ...
by kpreid
Fri Dec 06, 2024 8:40 pm
Forum: Gameplay Help
Topic: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
Replies: 8
Views: 2388

Re: Is there a way to prevent(or resolve) item spoilage picked up by inserter?


If there is a machine that does not allow rhe placement of spoilage into a trash slot where another inserter can remove it, that might be a bug.


Just to confirm that spoilage insertion is possible, I built a test scenario (in version 2.0.23) that makes this happen 100% of the time:

Screenshot ...
by kpreid
Tue Dec 03, 2024 4:39 pm
Forum: Ideas and Suggestions
Topic: Add an alert for blocked undergrounds
Replies: 8
Views: 1012

Re: Add an alert for blocked undergrounds

+1 I've broken my space platforms this way a couple times even after learning the rule. "Oh I can just trim off this unused platform... whoops my asteroid chunks aren't flowing."
by kpreid
Sun Nov 24, 2024 7:06 am
Forum: Gameplay Help
Topic: Signals & On-demand cargo transit on Fulgora
Replies: 2
Views: 682

Re: Signals & On-demand cargo transit on Fulgora

Yes; all radars function as a single circuit network per planet. So, as long as you only need one, you can send signals between islands. (I haven't tried this myself, just read it in FFF and the wiki.)
by kpreid
Sat Nov 23, 2024 4:00 am
Forum: Ideas and Suggestions
Topic: Link from Factoriopedia to production statistics and logistic network contents
Replies: 0
Views: 156

Link from Factoriopedia to production statistics and logistic network contents

What?
On the Factoriopedia pages for items, add buttons which would let you jump to the production statistics view, or the logistic network contents view, filtered to that item.

Why?
Being able to alt-left-click any item to see info about it is enormously convenient. Let’s make the alt-left ...
by kpreid
Fri Nov 22, 2024 10:24 pm
Forum: Ideas and Suggestions
Topic: Throwing rate for capsules should be added along with infinite health research
Replies: 3
Views: 477

Re: Throwing rate for capsules should be added along with infinite health research

I’ve thought of having a throwing rate boost too, but I was imagining it being a piece of grid equipment instead of research. Perhaps both could exist, just like we have walking speed bonuses from both built surfaces and exoskeleton equipment.
by kpreid
Wed Nov 20, 2024 6:37 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2007
Views: 780243

Re: Simple Questions and Short Answers

The problems with blueprinting train loading and rails occur because rails exist on a 2×2 grid, but train cars are spaced at 7 tiles (6 tiles for the car and 1 space between cars). Here are some ways to avoid getting stuck on the wrong grid spacing:


Select only the stuff on one side of the rails ...
by kpreid
Tue Nov 19, 2024 4:13 pm
Forum: Ideas and Suggestions
Topic: Use logistic group multiplier when auto-configuring a requester chest
Replies: 8
Views: 1091

Use logistic group multiplier when auto-configuring a requester chest

Summary

When pasting settings to a requester chest, the game should use the new logistic request multiplier feature instead of putting a “hardcoded” multiplier on all the ingredients individually, so the player can easily adjust the multiplier down or up.

What?

Currently, when you copy ...
by kpreid
Tue Nov 19, 2024 7:10 am
Forum: Gameplay Help
Topic: How to manage freighters dropping off cargo
Replies: 11
Views: 2160

Re: How to manage freighters dropping off cargo


The problem is that if Freighter 1 is dropping off 20k resources it will tie up the cargo pad for more than 30s, meaning Freighter 2 will leave. I could increase inactivity time, but that's wasting time, and also leads to issue #2


You can build more cargo bays, so the 20k can be dropped off ...
by kpreid
Tue Nov 19, 2024 3:06 am
Forum: Ideas and Suggestions
Topic: Prioritise Space Platform Construction Materials
Replies: 42
Views: 6777

Re: Always request space platform foundation first

Good point. I build all my platforms on Nauvis, so I don’t need to worry about quickly supplying ammo. But, that sounds like something that would be hard to handle automatically at all, and so would be better served by building a small interim blueprint before a big one — because you’re going to ...
by kpreid
Mon Nov 18, 2024 4:34 pm
Forum: Ideas and Suggestions
Topic: Prioritise Space Platform Construction Materials
Replies: 42
Views: 6777

Always request space platform foundation first

What?
When a space platform makes requests for construction, always sort space platform foundation first in the list, and cargo bays second.

Right now, foundation and cargo bays are usually in about the middle of the list (for the platforms I’ve designed). This means that a lot of buildings may ...
by kpreid
Mon Nov 18, 2024 3:55 pm
Forum: Gameplay Help
Topic: Blueprint to plant trees on Nauvis
Replies: 1
Views: 1059

Re: Blueprint to plant trees on Nauvis

I think you have to use an agricultural tower, not construction bots.
by kpreid
Mon Nov 18, 2024 3:30 pm
Forum: Gameplay Help
Topic: Main bus newbie question
Replies: 16
Views: 4446

Re: Main bus newbie question


Similarly, building on both sides of the bus is confining. You cannot then expand the bus’ width to accommodate needed throughput of more, or newer, material.

Building on one side of the bus is not the obvious correct solution. It is, however, the correct decision for people new to the bus idea ...
by kpreid
Mon Nov 18, 2024 3:15 pm
Forum: Gameplay Help
Topic: SA: Combine wide construction network with isolated logistics
Replies: 4
Views: 903

Re: SA: Combine wide construction network with isolated logistics

Even before SA, I have always covered my base (except for mining outposts) with roboports so that I can perform construction anywhere. The way I avoid undesirably long bot flights is that I use belts or trains for all predictable, long-distance transport. I use logistic requests for items where the ...
by kpreid
Wed Nov 13, 2024 4:53 pm
Forum: Ideas and Suggestions
Topic: Tooltip for knowing which ores new drill will hit
Replies: 4
Views: 613

Re: Tooltip for knowing which ores new drill will hit

Or, the tooltip could be automatically moved to the right side instead of hidden.
by kpreid
Wed Nov 13, 2024 4:52 pm
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 12013

Re: Gleba early game should be made easier significantly


Watching YamaKara in YouTube, he singlehandedly destroyed nests and enemies with 2 personal laser defenses.


I think this sort of thing is part of the problem: the experience of Gleba is depends a lot on what technologies you have researched before going to Gleba (or can manage to research ...

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