In the new fluid system, there are ways that a second fluid can hide, if you previously made an accidental connection to a different fluid. There have been several threads about this.
To clean it up, click on the pipe, then click on the trash button for the fluid that you don't want to be in the ...
Search found 85 matches
- Sat Nov 09, 2024 3:28 pm
- Forum: Gameplay Help
- Topic: Pipe fuel bug or is it my fault?
- Replies: 5
- Views: 658
- Sat Nov 09, 2024 4:20 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] The collective.
- Replies: 1
- Views: 449
Re: [IDEA] The collective.
Since I wrote the original idea, here is some further musing about how these fortifications could have various levels of challenge and decay:
A couple low-value machines hooked up in a very unthreatening, but still functional, way (e.g. one gun turret fed by a chest and burner inserter ...
A couple low-value machines hooked up in a very unthreatening, but still functional, way (e.g. one gun turret fed by a chest and burner inserter ...
- Fri Nov 08, 2024 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Select current recipe when changing assembler recipe
- Replies: 14
- Views: 1574
Re: Change recipe button ought to remember previous recipe
+1. This would be useful for changing the ingredient quality of a production chain, or changing the recipe while leaving the quality alone (e.g. when making different kinds of modules).
- Thu Nov 07, 2024 4:15 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 93
- Views: 22865
Re: Well, Fulgora sucks [Spoiler] or lack thereof
I don't personally think Fulgora needs to change, but I do find it a bit monotonous. Here's an idea: Instead of having any kind of mobile/expanding enemy (like Nauvis and Gleba), what if certain islands had ancient emplacements of tesla turrets and other defenses? These would be challenges that you ...
- Wed Nov 06, 2024 1:11 am
- Forum: Gameplay Help
- Topic: Inserter Drawing from Splitter (Gleba Spoilage) Question
- Replies: 8
- Views: 1620
Re: Inserter Drawing from Splitter (Gleba Spoilage) Question
When an inserter is taking from a splitter, is it capable of drawing from the input, the output, or both?
I'm not a mechanics expert, but from what I have tested, a splitter acts like two ordinary belt tiles, plus some items getting moved from one belt to the other, roughly in the middle, if ...
I'm not a mechanics expert, but from what I have tested, a splitter acts like two ordinary belt tiles, plus some items getting moved from one belt to the other, roughly in the middle, if ...
- Mon Nov 04, 2024 4:42 am
- Forum: Ideas and Suggestions
- Topic: Show more status in the list of space platforms
- Replies: 1
- Views: 321
Show more status in the list of space platforms
What
Right now, when you hover on a space platform in the list of surfaces, you only see the planet it is stopped at or traveling between, and its speed and such.
I would like it to also show the status message that’s in the top left of the space platform cargo/schedule window ("Paused ...
Right now, when you hover on a space platform in the list of surfaces, you only see the planet it is stopped at or traveling between, and its speed and such.
I would like it to also show the status message that’s in the top left of the space platform cargo/schedule window ("Paused ...
- Sun Nov 03, 2024 4:54 pm
- Forum: General discussion
- Topic: Getting cargo from rockets to space platform is such a pain in the ass.
- Replies: 3
- Views: 1769
Re: Getting cargo from rockets to space platform is such a pain in the ass.
This has been annoying when starting to build multiple higher-quality space platforms, because not only do I not need whole stacks of rare cargo bays, asteroid crushers, chemical plants, and assembling machines, I don’t *have* them either, so the rockets won’t auto-launch and I have to manually fill ...
- Sun Nov 03, 2024 4:40 pm
- Forum: Gameplay Help
- Topic: Vulcanus: Kill the worms
- Replies: 32
- Views: 58733
Re: Vulcanus: Kill the worms
In addition to the strategies already mentioned, I have found out that if you have Fulgora tech (I did Vulcanus just in the starting area, then Fulgora, then expanded on Vulcanus), it is possible to kill a small demolisher solo with just the tesla gun, spamming destroyers, level 6ish damage research ...
- Fri Nov 01, 2024 4:41 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 412
- Views: 104611
Re: Gleba has killed the game for me.
Then either use Buffer chests/storage chests everywhere or if you use a requester chest, make sure there is also a filtered inserter capable of taking spoilage out of requester chests; either put the spoilage on a belt or into a provider chest to be taken away.
Requester chests and buffer ...
- Thu Oct 31, 2024 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.12] Tesla turret friendly fires walls
- Replies: 7
- Views: 4435
Re: [2.0.12] Tesla turret friendly fires walls
Shouldn’t walls be immune to electricity, anyway?
- Thu Oct 31, 2024 3:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.11] Pipe sound cuts and clicks
- Replies: 2
- Views: 1643
Re: [Donion] [2.0.11] Pipe sound cuts and clicks
Thank you for this report and fix! When I was building on Fulgora I was getting irritated by this constant “ert ert ert … ert ert ert … ert ert ert …” that turned out to be the sound of my water pipes being filled by ice melters.
- Wed Oct 30, 2024 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Make super forced build insert gates when rails cross walls
- Replies: 4
- Views: 564
Re: Make super forced build insert gates when rails cross walls
I figure it would place ghost gates. (Where would it build walls?) This is like if you don’t have underground belts and it places ghost undergrounds. I don’t think force build ever cares what is in your inventory, but I could be wrong.
- Wed Oct 30, 2024 5:17 pm
- Forum: Ideas and Suggestions
- Topic: Make super forced build insert gates when rails cross walls
- Replies: 4
- Views: 564
Make super forced build insert gates when rails cross walls
Using super force build to build straight rails could insert gates when it crosses a wall, but instead it creates gaps in the wall:
Current behavior:
Would be better:
Current behavior:
Would be better:
- Wed Oct 30, 2024 4:24 pm
- Forum: Ideas and Suggestions
- Topic: Interface Request: Hide minimap when hovering an entity
- Replies: 14
- Views: 2469
Re: Interface Request: Hide minimap when hovering an entity
+1 — I also would like an option to hide the minimap when hovering (at least if the "entity tooltip" is tall). I'd also like the list of pins to be hidden at the same time, since it could be arbitrarily tall.
- Mon Oct 28, 2024 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
- Replies: 3
- Views: 2093
Re: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
I’d like to have this. I had trouble discovering there was any way to create custom pins.
Also, there could be a pin button in the “Tag properties” dialog, so you can add a pin for a tag without the key combination.
Also, something in “Tips and tricks” for tags, introducing the idea that the ...
Also, there could be a pin button in the “Tag properties” dialog, so you can add a pin for a tag without the key combination.
Also, something in “Tips and tricks” for tags, introducing the idea that the ...
- Sun Oct 27, 2024 7:47 pm
- Forum: Gameplay Help
- Topic: Can you loose items to space?
- Replies: 4
- Views: 1689
Re: Can you loose items to space?
From what I have seen, the platform acts like a construction bot that is always touching every item. For example, it also auto-repairs buildings with only repair packs in inventory. Moving to storage is what a construction bot would do if you used the remote view "ghost cursor" on a planet, too ...
- Sun Oct 27, 2024 2:18 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 92
- Views: 156231
Re: Space Platform 101 Discussion
100-100 results in just infinite flood of same resource (1-8 items per capsule). Manual assignment for downwards shipping is seemingly ignored until something in space platform's brains snaps under unclear conditions.
It sounds like you have the same problem I had. There is an invisible limit ...
- Sat Oct 26, 2024 12:31 am
- Forum: Ideas and Suggestions
- Topic: Show/explain orbital cargo drop limits
- Replies: 1
- Views: 6858
Show/explain orbital cargo drop limits
In Space Age, I couldn’t figure out why my resources weren’t getting dropped from orbit promptly. I found here that the problem is that I didn’t have enough cargo bays to accept all the cargo pods, but that wasn’t very obvious, because it looked like the cargo landing pad was idle for long periods ...
- Sat Oct 26, 2024 12:09 am
- Forum: Gameplay Help
- Topic: Change Fluid Inputs
- Replies: 2
- Views: 4689
Re: Change Fluid Inputs
Perhaps you're thinking of FFF 394, which announced that oil refineries (and other buildings) can now be flipped.
- Fri Aug 09, 2024 3:10 pm
- Forum: News
- Topic: Friday Facts #423 - Research info tooltip & Online players GUI
- Replies: 64
- Views: 19517
Re: Friday Facts #423 - Research info tooltip & Online players GUI
It might be nice if the research info also had some way of presenting “your research is currently limited by the supply of <name> science pack”. Perhaps it could count and graph the number of labs that are idle because they have some, but not all, required science packs. That would help spot “oops I ...