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 ...
Search found 100 matches
- Mon Nov 04, 2024 4:42 am
- Forum: Ideas and Suggestions
- Topic: Show more status in the list of space platforms
- Replies: 1
- Views: 466
- 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: 2371
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: 81660
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: 433
- Views: 147549
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: 5244
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: 2029
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: 925
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: 925
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: 4248
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: 3136
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: 2553
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: 114
- Views: 191714
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: 8276
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: 8016
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: 24400
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 ...
- Fri Jul 12, 2024 2:40 pm
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 52258
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
I like the Display Panel and the fact that it functions like a combinator (great for debugging) but the actual display being less than 1x1 block is too small, this needs to be 2x2/have a 2x2 variant to be able to catch your eye in all the visual noise.
+1. Came here to post that large icons are ...
- Fri Apr 19, 2024 3:33 pm
- Forum: Not a bug
- Topic: Sound alignment is off
- Replies: 14
- Views: 11212
Re: Sound alignment is off
One way to work within the limitations is to perform granular synthesis: instead of playing 1-tick sounds that are intended to splice perfectly, play longer sounds that are designed to get overlapped randomly and blend together to the final result.
- Fri Feb 02, 2024 9:40 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 36623
Re: Friday Facts #396 - Sound improvements in 2.0
Question - what’s going on with that splitter in the inventory sounds video? It’s swapping the lanes of iron and copper? They can do that??
A filtered splitter puts everything that doesn't match the filter on the other output. Or if you didn't know splitters could have filters: splitters can ...
- Fri Feb 02, 2024 4:30 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 36623
Re: Friday Facts #396 - Sound improvements in 2.0
The thing that has bugged me about the vehicle sounds (as they currently are in the released game) is that they don't reflect engine output — which is significantly determined by the vehicle's acceleration , not solely its speed. I want to hear trains roar when they start pulling out of a station ...
- Fri Nov 24, 2023 8:09 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 62882
Re: Friday Facts #386 - Vulcanus
Finding the right spots is also made easier by these resource nodes having yellow smoke (yes, we can have animated resources now). Jerzy has made the acid puddles of this section in a couple of ways, earlier on we had puddles filled with liquid acid, but we moved to dried up puddles to keep the ...