Search found 85 matches
- 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).
- 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.
This should become a bug report.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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."
- 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.)
- 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 ...
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 ...
- 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.
- 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 ...
Select only the stuff on one side of the rails ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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.
- 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 ...
- 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 ...
- 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.
- 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 ...