Thank you for providing an example that I really should have thought of myself. XDIlliander42 wrote: ↑Sat May 04, 2024 8:54 amIt doesn't.
Proof is cellulose scavenging in seablock. Hand-craft only.
Search found 181 matches
- Sat May 04, 2024 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Always show "Made In" information box
- Replies: 3
- Views: 246
Re: Always show "Made In" information box
- Fri May 03, 2024 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Always show "Made In" information box
- Replies: 3
- Views: 246
Always show "Made In" information box
TL;DR Whenever you mouse over an item, always show the machines that this item can be crafted in and the hand if appropriate. What ? Currently, the game won't show the "Made In" information box if the recipe you're mousing over in the crafting menu can be made in the hand. It should show ...
- Tue Apr 30, 2024 6:56 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 32
- Views: 4816
Re: Improving the Mod Portal Search
Looks like things are working much more like I expected now. Thanks!
- Sun Apr 14, 2024 9:03 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 806
- Views: 136460
Re: Friday Facts #375 - Quality
I find it quite reasonable to say that you're limited to the worst of your inputs. A chain that has all high quality links except for one weak link isn't a high quality chain.
Put another way, you get quality by committing to quality, not by cheaping out on one component or another.
Put another way, you get quality by committing to quality, not by cheaping out on one component or another.
- Sun Apr 14, 2024 8:59 pm
- Forum: Ideas and Suggestions
- Topic: What if Lubricant was needed for the big mining drill?
- Replies: 13
- Views: 1091
Re: What if Lubricant was needed for the big mining drill?
Can the big drill run two fluid inputs? "Can mining drills use more than one fluid?" really is the big question here. Also, how would pass through be handled for situations where multiple fluids are needed? Uranium ore requires sulfuric acid, after all, and if you're using big mining dril...
- Sun Apr 14, 2024 8:53 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 32
- Views: 4816
Re: Improving the Mod Portal Search
How would you expect the sort order to work when using longer queries like "Resource Marker". E.g. when sorting by "Recently updated" would you prefer to have results without the word "Marker" ranked higher if they have a more recent update than results that match both...
- Thu Jan 25, 2024 11:18 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 32
- Views: 4816
Re: Improving the Mod Portal Search
Right now I'm having an issue where the sort features don't seem to work as expected. I've attached a few pictures where I've tried to sort the portal by different options and the results remain displayed in the same order. Is there a bug here?
- Sun Dec 24, 2023 2:05 pm
- Forum: Outdated/Not implemented
- Topic: Diminishing returns on parallel research
- Replies: 12
- Views: 1523
Re: Diminishing returns on parallel research
Research already has three sets of diminishing returns associated with it. 1. Techs get more expensive in terms of science pack count 2. Later techs take more time per set of packs to research. 3. Each lab may contribute the same amount of research speed in absolute terms but each additional one is ...
- Fri Oct 27, 2023 12:05 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 37532
Re: Friday Facts #382 - Logistic groups
Two questions:
1. Is the limit of one cargo landing pad per planet something that can be changed by mods?
2. Can other structures have a per planet limit applied by a mod?
1. Is the limit of one cargo landing pad per planet something that can be changed by mods?
2. Can other structures have a per planet limit applied by a mod?
- Fri Jan 25, 2019 9:21 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 76766
Re: Friday Facts #279 - Train GUI & Modern Spitter
Looking good. I'm still hoping that we'll get a way to select their next station based on some criteria (IE, an iron ore train goes to stations that need iron ore), though.
- Sun Jan 06, 2019 6:11 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156367
Re: Friday Facts #275 - 0.17 Science changes
Now, these are observations based on the current recipes in the game. I still think that making better use of heavy oil, light oil, and petroleum gas as separate products would be preferable to the current state where advanced oil processing is all but required to avoid stalling production. I think...
- Sun Jan 06, 2019 5:33 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156367
Re: Friday Facts #275 - 0.17 Science changes
I'll add that, since coal liquefaction produces light oil, it adds to the problem of using up light oil without cracking. You can buff it all you like, but without sinks for light oil, you still run into the problem of stalling oil production. If the next version really does shift the output to a he...
- Sun Jan 06, 2019 3:39 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156367
Re: Friday Facts #275 - 0.17 Science changes
Coal cracking is less effective than light oil cracking. It gives a respectable boost of oil resources but it's not an end all solution. It never will be an end all solution because light oil cracking is essential to maximize oil resources. Therefore the weaker tech belongs at an earlier spot in th...
- Thu Jan 03, 2019 7:13 pm
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 53206
Re: 0.17 build available?
Not yet. The roadmap post indicates that a release is planned for this month, but there’s no specific date for it.
- Thu Jan 03, 2019 12:40 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 213439
Re: Friday Facts #266 - Cleanup of mechanics
As I understand it, all entities have had their energy consumption values tweaked so that the relative efficiency of, say, electric furnaces and steel furnaces remains the same.
- Wed Jan 02, 2019 1:04 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156367
Re: Friday Facts #275 - 0.17 Science changes
This update suggests that the devs think a lot of players are using automated science production as a source of materials for further expansion, and expansion of their main factory to fuel science production. My play style definitely doesn't include this, nor does that of most of the people I've wa...
- Sat Dec 29, 2018 10:37 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156367
Re: Friday Facts #275 - 0.17 Science changes
On the whole, this particular update is one where I'm in a mood to wait and see, since it's hard to gauge how the changes to science will feel without playing with the recipes in game. But, some of the things mentioned in this thread do warrant some comment, though. Science pack names: While on one ...
- Fri Aug 24, 2018 11:18 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50815
Re: Friday Facts #257 - NPE/Campaign update
I like the changes to the rocket science tree. Makes it more of a gradual build-up then a monolithic task, and since there's uses for everything in the tree, you're incentivized to start working on it early. I hope that shallow water makes it into the freeplay modes. Like cliffs, it's another terrai...
- Sun Jul 08, 2018 8:18 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 56394
Re: Friday Facts #250 - Dead end conclusion
I am sure you all have seen this reddit thread, but I think this is exactly how they should act. I think that blueprints being items is unessisary, and only adds more complication and confusion then keeping them as items for "consistency". There is very little about blueprints that say it...
- Sat Jun 09, 2018 4:20 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 62491
Re: Friday Facts #246 - The GUI update (Part 3)
Will there be a way to save custom presets in the game itself? IE, without having to copy a string and saving it to an external file?