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  <title>Ideas for The Crust</title>
  <subtitle>Ideas for The Crust as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://idea.the-crust.com"/>
  <id>pr_kmzoikdh9rfxiux</id>
  <updated>2026-03-16T12:10:10Z</updated>
  <entry>
    <title>Hauler drones and buildings</title>
    <link href="https://idea.the-crust.com/suggestions/716822/hauler-drones-and-buildings"/>
    <id>sug_8e39pix0ncxxkvk</id>
    <published>2026-06-14T03:12:03Z</published>
    <updated>2026-06-14T03:12:03Z</updated>
    <content type="text/plain">Right now hauler drones only bring supplies to a building one square at a time. It would be great if they would fill up and then drop off to multiple squares. It would make them much more useful when expanding a base.</content>
  </entry>
  <entry>
    <title>скрол на мышке</title>
    <link href="https://idea.the-crust.com/suggestions/714439/"/>
    <id>sug_8gw5huxz81gygji</id>
    <published>2026-05-31T13:19:19Z</published>
    <updated>2026-05-31T13:19:18Z</updated>
    <content type="text/plain">скрол на мышке продублировать кнопками на клавиатуре. Я инвалид, и не могу крутить скрол, не удобно приближать и отдалять камеру.</content>
  </entry>
  <entry>
    <title>General Building movement</title>
    <link href="https://idea.the-crust.com/suggestions/712292/general-building-movement"/>
    <id>sug_cxzc4ik5ghgyhy4</id>
    <published>2026-05-17T09:16:55Z</published>
    <updated>2026-05-17T09:16:55Z</updated>
    <content type="text/plain">For small amount of steel,concrete or money, make a moving of buildings and a Blueprintmode for better planing . Is annoying if i want to build a productionlayout an so often i have to destroy buildings an the conveyor belt system ( like the placeing of the multi-Regolith Refinery)</content>
  </entry>
  <entry>
    <title>Q.O.L. Keyboard shortcut for highly repetitive clicking tasks.</title>
    <link href="https://idea.the-crust.com/suggestions/712222/qol-keyboard-shortcut-for-highly-repetitive-clicking-tasks"/>
    <id>sug_1ayvhesdyyhz78g</id>
    <published>2026-05-16T16:09:26Z</published>
    <updated>2026-05-16T16:09:26Z</updated>
    <content type="text/plain">The one shortcut that I'm speaking of in particular is the salvaging the wrecked base but I'm sure there are others that could use a key bind option as well</content>
  </entry>
  <entry>
    <title>Trains</title>
    <link href="https://idea.the-crust.com/suggestions/702661/trains"/>
    <id>sug_hpoucrrdedqanpg</id>
    <published>2026-03-23T16:00:13Z</published>
    <updated>2026-03-23T16:00:13Z</updated>
    <content type="text/plain">Trains should be added as a way to transport resources between the main base and outposts at faster rates</content>
  </entry>
  <entry>
    <title>Catch All Building</title>
    <link href="https://idea.the-crust.com/suggestions/702396/catch-all-building"/>
    <id>sug_h4y7gvdtcditid6</id>
    <published>2026-03-22T01:34:52Z</published>
    <updated>2026-03-22T01:34:51Z</updated>
    <content type="text/plain">The Multi-storage building was great when I can set one up to receive all the bot with dropped resources, then send it on the way to a put in the correct storage bins.  With this Update 3 you can only put 6 different RSS in at a time.  I do Like the new building but can we get one for they way that was, or a button that says collect all RSS.</content>
  </entry>
  <entry>
    <title>Solar should maintain steady output until the moment of nightfall</title>
    <link href="https://idea.the-crust.com/suggestions/702027/solar-should-maintain-steady-output-until-the-moment-of-nightfall"/>
    <id>sug_gean5jnchsxsdfp</id>
    <published>2026-03-20T02:05:12Z</published>
    <updated>2026-03-20T02:05:12Z</updated>
    <content type="text/plain">Unlike the Earth, where the output of photovoltaics drops off in the evening as sunlight has a larger cross-section of atmosphere to filter through, there's no atmosphere on the moon; solar would be 100% until the exact moment of sunset and fall to 0% instantly. (Earthlight would be much less than 1%).&#13;
&#13;
Not only would this be scientifically accurate, it would make calculations easier.</content>
  </entry>
  <entry>
    <title>STOP the over production of SLAG</title>
    <link href="https://idea.the-crust.com/suggestions/701290/stop-the-over-production-of-slag"/>
    <id>sug_82tbpgfo1gcxj7z</id>
    <published>2026-03-16T13:19:48Z</published>
    <updated>2026-03-16T13:19:47Z</updated>
    <content type="text/plain">My base has become a Slag depository.........moon contracts for slag exceed cargo trucks capabilities to sale and most contracts fail because of the time to move all the slag to fulfill the contracts.</content>
  </entry>
  <entry>
    <title>Colonist Rework-  Cooks actual make food</title>
    <link href="https://idea.the-crust.com/suggestions/701288/colonist-rework-cooks-actual-make-food"/>
    <id>sug_dcfmbhvosb7qhaa</id>
    <published>2026-03-16T12:45:16Z</published>
    <updated>2026-03-16T12:45:16Z</updated>
    <content type="text/plain">I have no bonus for a level 6 Cook and they are always running out of food.  Plenty of storage and resources to make it.  All Colonist hang out in the habitat and aren't got to work stations to increase production.</content>
  </entry>
  <entry>
    <title>Storage open on reload</title>
    <link href="https://idea.the-crust.com/suggestions/701286/storage-open-on-reload"/>
    <id>sug_qks5vwaeuelppr7</id>
    <published>2026-03-16T12:40:07Z</published>
    <updated>2026-03-16T12:40:06Z</updated>
    <content type="text/plain">update 3 99.75 every time i continue the game all storage locks are re-opened so I spend 5 min locking them again, please fix</content>
  </entry>
  <entry>
    <title>Automatic Sales System</title>
    <link href="https://idea.the-crust.com/suggestions/700995/automatic-sales-system"/>
    <id>sug_blwuyrxhgbtplty</id>
    <published>2026-03-14T20:03:48Z</published>
    <updated>2026-03-14T20:03:48Z</updated>
    <content type="text/plain">The automatic sales system seems to require just as much attention as regular contracts. In my opinion, this system would be more useful for clearing out overstocked materials to generate income. Constantly adjusting prices is inefficient. It would be great if there was at least an option like 'Always sell at market price.' After all, the priority is to quickly get rid of excess materials before the storages get full.</content>
  </entry>
  <entry>
    <title>Draggable priority tool</title>
    <link href="https://idea.the-crust.com/suggestions/700589/draggable-priority-tool"/>
    <id>sug_ss8ktqq78hmthyu</id>
    <published>2026-03-12T18:09:30Z</published>
    <updated>2026-03-12T18:09:29Z</updated>
    <content type="text/plain">It would be cool to have this tool available in some kind of "drag" mode. Helpful for selecting an area of materials/regolith you need cleaned up but also when there is a construction site amongst all the planned ones that you wanna increase priority of without having to single click everything.</content>
  </entry>
  <entry>
    <title>Port for gas into building</title>
    <link href="https://idea.the-crust.com/suggestions/699749/port-for-gas-into-building"/>
    <id>sug_1xdhezfcqltnn3o</id>
    <published>2026-03-08T14:07:31Z</published>
    <updated>2026-03-08T14:07:31Z</updated>
    <content type="text/plain">Right now we have to add pipes to a build site before completing a building. Or delete a wall, build a new gas pipe support, rebuild the wall -- and watch all of the tools in the room turn off for lack of power while waiting for the drones to catch up on the construction. I'd like a way to hook the building up to the gas line similar to how we connect to the power grid.</content>
  </entry>
  <entry>
    <title>launchpad</title>
    <link href="https://idea.the-crust.com/suggestions/691612/launchpad"/>
    <id>sug_vf4r4ket6f8zuzo</id>
    <published>2026-01-29T03:36:02Z</published>
    <updated>2026-01-29T03:36:01Z</updated>
    <content type="text/plain">it would be nice if it worked, or there was some explanation of how to get it to work, because all i get when i try to make a rocket i HAVE RESEARCHED, it does nothing, is it based on rep, or something? i researched it, plenty money because i don't bother with the contract trap, got all the required mats sitting there, and nothing</content>
  </entry>
  <entry>
    <title>Tutorial ist zu schnell</title>
    <link href="https://idea.the-crust.com/suggestions/691303/tutorial-ist-zu-schnell"/>
    <id>sug_fmtf7fscd2bx6ke</id>
    <published>2026-01-27T17:51:51Z</published>
    <updated>2026-01-27T17:51:51Z</updated>
    <content type="text/plain">Man hat nicht mal das eine erforscht,soll man schon was anderes bauen oder erforschen was noch gar nicht verfügbar ist!&#13;
Dann die Maschinen bauen,Himmel da weiß man gar nicht wie das RICHTIG funktioniert.Kann doch nicht irgendwas hinzimmern und keiner weiß wofür! Eine detailierte erklärung wäre mal angebracht.Dann die Expeditionen.Da weiß man auch nicht was man machen soll,irgendwo rumkurven und keiner weiß was man machen soll!Es werden zwar Hinweise gegeben, aber man kriegt es irgendwie nicht zusammen!&#13;
Ich finde das Spiel gut,aber ein paar detailierte Erklärungen wären HILFREICH!!!</content>
  </entry>
  <entry>
    <title>Base Management System.</title>
    <link href="https://idea.the-crust.com/suggestions/689228/base-management-system"/>
    <id>sug_ynmigs7hetmj6an</id>
    <published>2026-01-16T09:25:17Z</published>
    <updated>2026-01-16T09:25:16Z</updated>
    <content type="text/plain">Base Management System.&#13;
Currently, colonists walk to the required building and work there, but we can go further and develop this into a technology. Building remote production control systems. Construct control rooms at the base, from which colonists can remotely manage equipment.&#13;
&#13;
Also, introduce mid-level management—something like foremen. For example, when a colonist gains enough experience, they can be appointed as a foreman. They will increase efficiency and reduce the likelihood of colonists getting injured during work.&#13;
&#13;
Base Control Console. A new type of colonist is needed—administrative personnel. Their task is to ensure the efficiency of the entire base. The console will allow for finer adjustments to various mechanics. For example, setting input and output priorities for conveyer splitters, increasing the range and reducing the power consumption of mineral scanners, improving task execution speed and rover movement, and optimizing the base's overall power consumption.</content>
  </entry>
  <entry>
    <title>Stats:  Maintenance</title>
    <link href="https://idea.the-crust.com/suggestions/687270/stats-maintenance"/>
    <id>sug_xlhqtxl3y2bsqww</id>
    <published>2026-01-06T13:14:25Z</published>
    <updated>2026-01-06T13:14:25Z</updated>
    <content type="text/plain">Would it be possible to add a method of seeing which resources and quantities thereof are being used for maintenance.&#13;
&#13;
Thanks</content>
  </entry>
  <entry>
    <title>QoL: Parking Area for Cargo Trucks</title>
    <link href="https://idea.the-crust.com/suggestions/686965/qol-parking-area-for-cargo-trucks"/>
    <id>sug_chlonvrrshdtrj5</id>
    <published>2026-01-04T12:08:26Z</published>
    <updated>2026-03-17T18:41:30Z</updated>
    <content type="text/plain">It would be great if we were able to assign a parking area for trucks not currently in use.  This would enable us to keep them near the expedition centre instead of having to wait for each one to drive from the edge of the crater before the loading can start</content>
  </entry>
  <entry>
    <title>QoL: Add the ability to mark contracts as favourites</title>
    <link href="https://idea.the-crust.com/suggestions/686721/qol-add-the-ability-to-mark-contracts-as-favourites"/>
    <id>sug_i2sd4wyofdncedy</id>
    <published>2026-01-02T13:16:44Z</published>
    <updated>2026-01-02T13:16:43Z</updated>
    <content type="text/plain">My suggestion here would be to be able to mark a few contracts (maybe max of 3 or 5) and then have a notification appear when they become available</content>
  </entry>
  <entry>
    <title>Automatically show lunar surface gridlines when selecting a Rover from the notification bar</title>
    <link href="https://idea.the-crust.com/suggestions/686585/automatically-show-lunar-surface-gridlines-when-selecting-a-rover-from-the-notif"/>
    <id>sug_madscvpgljbu6xl</id>
    <published>2026-01-01T12:57:58Z</published>
    <updated>2026-01-01T12:57:58Z</updated>
    <content type="text/plain">This would greatly help scanning for hidden objects in a more efficient manner.  I prefer to try to move around the surface along a line of latitude but when I encounter a signal and move off that line to investigate, there is no point of reference to move back to after i have found the object.&#13;
&#13;
If automatic display is not possible, perhaps a button to activate the grid within the vehicle window</content>
  </entry>
  <entry>
    <title>Add capability to assign trucks to specific cargo docks</title>
    <link href="https://idea.the-crust.com/suggestions/686406/add-capability-to-assign-trucks-to-specific-cargo-docks"/>
    <id>sug_lsf9vqtfsdmr2tt</id>
    <published>2025-12-30T21:14:10Z</published>
    <updated>2025-12-30T21:14:10Z</updated>
    <content type="text/plain">I think it would be advantageous to be able to assign specific trucks on routes to unload at specific cargo docks. This is in addition to and not to be confused with the existing functionality where cargo docks can be set to be preferred resource dropoffs. I am talking absolute exclusivity; this truck unloads at this cargo dock, period (although multiple trucks should be allowed to unload at the same dock, only one dock should be available to any one of those trucks). This allows me to have specific ferry routes unloading into specific docks at the base, without having to worry about trucks unloading at the wrong dock.</content>
  </entry>
  <entry>
    <title>One button click reverse direction of a conveyer belt</title>
    <link href="https://idea.the-crust.com/suggestions/685805/one-button-click-reverse-direction-of-a-conveyer-belt"/>
    <id>sug_b8f7le35edh9noc</id>
    <published>2025-12-25T23:00:51Z</published>
    <updated>2025-12-25T23:00:51Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>mechanics for optimization QoL</title>
    <link href="https://idea.the-crust.com/suggestions/685651/mechanics-for-optimization-qol"/>
    <id>sug_ffajyib58udf0gm</id>
    <published>2025-12-24T09:06:32Z</published>
    <updated>2025-12-24T09:06:31Z</updated>
    <content type="text/plain">- conveyor belts can be rotated&#13;
- blueprints&#13;
- copying and cutting out industrial plants&#13;
- Spilling of loose materials such as regolith or ores as in Captain of Industry&#13;
- Conveyor belts can be built one on top of the other</content>
  </entry>
  <entry>
    <title>Let us name flight control centers and pick which one to fulfill a contract from</title>
    <link href="https://idea.the-crust.com/suggestions/683811/let-us-name-flight-control-centers-and-pick-which-one-to-fulfill-a-contract-from"/>
    <id>sug_yzstxzgh3imm5jj</id>
    <published>2025-12-13T21:51:05Z</published>
    <updated>2025-12-13T21:51:04Z</updated>
    <content type="text/plain">This is a workaround for the fact that you only have 5 inputs to FCC. With this we can set up 3 FCC with 15 inputs total to fulfill all kinds of contracts</content>
  </entry>
  <entry>
    <title>Conveyer belt colour designation</title>
    <link href="https://idea.the-crust.com/suggestions/681416/conveyer-belt-colour-designation"/>
    <id>sug_48v0qocqdgpw8jh</id>
    <published>2025-12-05T17:01:11Z</published>
    <updated>2025-12-05T17:01:11Z</updated>
    <content type="text/plain">The general idea is to give players a level of control to organise and identify their own conveyer systems, either a colour slider and/or preset colours that players can then use to colour a specific chain of belts to comprehend your factory a bit more.&#13;
&#13;
An example of my first time playing this game had me immensely confused; I'd find myself following a chain of underground conveyers to other conveyers that made no sense is one good instance. If I was able to colour these to say - Orange for iron, Purple for silicon - following these chains would be somewhat easier.&#13;
&#13;
Whilst it is a minor change, it would help for people who are somewhat "chaotic yet functional" in factory design. I'm unsure how exactly you'd achieve this specifically with underground conveyer belts, but I'd generally suggest that the colour of the belt (and entry/exit shaft of underground ones) are customisable, but the lights remain for the appropriate tier.</content>
  </entry>
  <entry>
    <title>Filter out contracts for which I don't have reputation</title>
    <link href="https://idea.the-crust.com/suggestions/680033/filter-out-contracts-for-which-i-dont-have-reputation"/>
    <id>sug_mkcdb0vfm0wjmub</id>
    <published>2025-11-29T20:37:57Z</published>
    <updated>2025-11-29T20:37:57Z</updated>
    <content type="text/plain">There is really no point to show me dozens of contracts which I simpy cannot fulfill because of lack of reputation. Finding good contract that I can fulfill immediately is challanging enough ;) so please add some checkbox or something similar in the contract list to filter them out. Thank you :)</content>
  </entry>
  <entry>
    <title>Automatic excavation</title>
    <link href="https://idea.the-crust.com/suggestions/677308/automatic-excavation"/>
    <id>sug_k4ejv9jujbjmrub</id>
    <published>2025-11-13T20:05:33Z</published>
    <updated>2025-11-13T20:05:32Z</updated>
    <content type="text/plain">Automatic excavation when dron doesnt task. Making it handle is make me tire.(</content>
  </entry>
  <entry>
    <title>Larger maps</title>
    <link href="https://idea.the-crust.com/suggestions/675480/larger-maps"/>
    <id>sug_s8hqwsqbcwlwrlm</id>
    <published>2025-11-04T04:43:00Z</published>
    <updated>2025-11-04T04:43:00Z</updated>
    <content type="text/plain">Outgrown the underground (and above ground) buildable real estate space. I suggest increasing it by 50% more and maybe include deeper underground levels to access resources that are more scarces, including ice and additional rare earth minerals. &#13;
&#13;
Subterranean levels can be accessed via ramps or existing automated cargo elevators. Maybe require advance research to unlock it as a "Deep Lunar Excavation" research under Engineering. &#13;
&#13;
Since most of us will have an over abundance of slag, in real life mining operation, these slags are actually used as construction materials  (reinforced concrete, slag + steel) to strengthen the floors, walls and ceiling of caves underground.&#13;
&#13;
This solves the issue of limited play space and turns slag into more useful materials.</content>
  </entry>
  <entry>
    <title>Auto turn On/Off buildingz</title>
    <link href="https://idea.the-crust.com/suggestions/670717/auto-turn-onoff-buildingz"/>
    <id>sug_270abvc0j3oqbhf</id>
    <published>2025-10-07T14:16:50Z</published>
    <updated>2025-10-07T14:16:49Z</updated>
    <content type="text/plain">Tie buildings to resource quantities. Turn off a building if there are too little inputs or too many outputs already.</content>
  </entry>
  <entry>
    <title>Priority Painter</title>
    <link href="https://idea.the-crust.com/suggestions/664806/priority-painter"/>
    <id>sug_ibsyh9q329m371b</id>
    <published>2025-09-08T06:27:30Z</published>
    <updated>2025-09-08T06:27:30Z</updated>
    <content type="text/plain">Add either a brush tool to priority tool, or drag and select, similar to the mining tool. Mainly for large scale clearing/mining.</content>
  </entry>
  <entry>
    <title>Leveling/Terraforming the Surface</title>
    <link href="https://idea.the-crust.com/suggestions/663851/levelingterraforming-the-surface"/>
    <id>sug_5urazwuhfngjo2b</id>
    <published>2025-09-02T11:18:13Z</published>
    <updated>2025-09-02T11:18:13Z</updated>
    <content type="text/plain">It would be nice to be able to flatten the surface of the crater, so we could build everywhere. At the moment, the entirety of the left corner is pretty unusable.&#13;
This has also a huge impact on how the Facilities under the surface need to be build and i think it is very strange that we can dig out our base like maniacs, but arent able to get rid of a regolith hill on the surface...&#13;
&#13;
Maybe we could also make the crater walls usable as support for the landingpad for rockets or as home-base for the railway Central hub. (I love that model, please add it to the game. I have a lot of idea how it could be used!)</content>
  </entry>
  <entry>
    <title>deep veins and mines</title>
    <link href="https://idea.the-crust.com/suggestions/663848/deep-veins-and-mines"/>
    <id>sug_m09micxumdwfdgp</id>
    <published>2025-09-02T11:08:15Z</published>
    <updated>2025-09-02T11:08:15Z</updated>
    <content type="text/plain">"Deep veins" in the crater that aren't visible, but could be found with a deep scanner, that acts like the geological scan on the moon surface. &#13;
&#13;
In my Idea, they would need a lot of energy, scan the surrounding radius and give us a heatmap overlay where huge or even infinit resource veins lay dormant in deeper layers of Regolith. Then we can build "deep mines" on those Places of high concentration, but dont need to place them exactly on them. &#13;
&#13;
I would like to see those "deep veins" and "deep mines" use mining drones like the normal veins without an excavator, so that this drone configuration does not lose usability in the lategame. The "deep mines" could even have up to 7 outlets, one for every ore, one for rare earth, one for ice and one for slag. A building limit that would need research to build more then one and upgrades would add more capacity for drones in the "deep mine", starting with 4, then 6, 8 and finally 10 drones instead of simply adding more efficiency.</content>
  </entry>
  <entry>
    <title>Meteor - hazard and opportunities!</title>
    <link href="https://idea.the-crust.com/suggestions/663845/meteor-hazard-and-opportunities"/>
    <id>sug_6njfl30vuoljy5c</id>
    <published>2025-09-02T10:56:01Z</published>
    <updated>2025-09-02T10:56:01Z</updated>
    <content type="text/plain">The Moon is a shield for earth and is hit by asteroids over 180 times per year... -and that is only the amount of times, where the resulting crater is bigger than 43m in diameter. &#13;
&#13;
Smaller impacts are happening multiple times a day and i think it could be nice to use this circumstance, for increasing the amount of resources on the Surface of the moon so that it can't run "dry of resources". &#13;
I think in general, that the depletion of the moon is a bit unrealistic... We have on earth some mines that are exploited for hundreds of years and are still not dried up.&#13;
It could also enable more options ingame that could be made: &#13;
- Using rockets to guide specific asteroids for specific resources to the moon, or the crater directly&#13;
- Defense mechanisms for mobile rigs and the base against damage in from asteroids &#13;
- A yard for repairing and upgrading rigs (drone hangar for automatic repairs, defense turrets, shielding plates for reducing impact damage etc. etc.)</content>
  </entry>
  <entry>
    <title>Delivery option for "multihaul"</title>
    <link href="https://idea.the-crust.com/suggestions/663844/delivery-option-for-multihaul"/>
    <id>sug_dsik6wfscoocs4r</id>
    <published>2025-09-02T10:46:17Z</published>
    <updated>2025-09-02T10:46:17Z</updated>
    <content type="text/plain">It would be nice if we could automatically make deliveries without clickfest.&#13;
&#13;
Instead of the need for making every single shipment with 3 Clicks or even more if we want to use defferent containers, we could click on a button that automatically sends all materials a contract demands. &#13;
&#13;
Alternatively it could also be realized with the way it is now, but with automaticaly upcounting of the needed vessels. &#13;
Example: I accept a contract for 9000 Steel&#13;
I move the leveler in the contractwindow to 9000t Steel -&gt; depending on the choosen fright vessel, it shows me: "10x 900t hauler", "22x 420t hauler" or "30x 300t hauler" for sum X.&#13;
It would be a very lovely QoL improvement for large contracts.</content>
  </entry>
  <entry>
    <title>Multi-resource storage - allow selecting of resources to store</title>
    <link href="https://idea.the-crust.com/suggestions/663612/multiresource-storage-allow-selecting-of-resources-to-store"/>
    <id>sug_phcxqjgcxv4ixdg</id>
    <published>2025-09-01T00:47:15Z</published>
    <updated>2025-09-01T00:47:15Z</updated>
    <content type="text/plain">As the title says, it would be great if you could select the items for the multi-resource storage to hold. The multi-resource storage is a great way to gather all the junk on the ground and have a sort of resource sorting starting point, but without being able to select what to store, it makes it a lot less useful.  For example, i want to isolate my food/organics/meds in their own multi storage to sort out, but the current implementation is you can drop everything off, or you can't drop anything off.  Let us pick what to store in there and they become significantly more useful.</content>
  </entry>
  <entry>
    <title>Cargo drone carry optimisation</title>
    <link href="https://idea.the-crust.com/suggestions/662359/cargo-drone-carry-optimisation"/>
    <id>sug_x6butlpyax6gmjy</id>
    <published>2025-08-26T19:41:55Z</published>
    <updated>2025-08-26T19:41:55Z</updated>
    <content type="text/plain">I've noticed that cargo drone will only carry necessary amount of cargo for a building.&#13;
Eg. 2 titanium is required for building 1 solar panel, if I have queued 20 solar panels, cargo drone should fill it's storage with titanium and deposit it to all possible solar panels.</content>
  </entry>
  <entry>
    <title>Show size on indoor items?</title>
    <link href="https://idea.the-crust.com/suggestions/661396/show-size-on-indoor-items"/>
    <id>sug_ksyszcclbfgvxsg</id>
    <published>2025-08-20T08:25:37Z</published>
    <updated>2025-08-20T08:25:36Z</updated>
    <content type="text/plain">Can the size of indoor buildings be shown to help with planning indoor areas? If it's irregular, just add a box that will contain the whole item?</content>
  </entry>
  <entry>
    <title>Auto sell mat</title>
    <link href="https://idea.the-crust.com/suggestions/660930/auto-sell-mat"/>
    <id>sug_d34xnim273ohlwf</id>
    <published>2025-08-17T16:03:55Z</published>
    <updated>2025-08-19T12:59:47Z</updated>
    <content type="text/plain">so ive been at the point where i still produce more then i can spend time selling, i still sell mat for 12-16 hours thats with shutting down my machines and waiting tell i sell everything. it would be nice if there was a way to sell mat well im working on other things so thats not something i have to spend so much time doing. im at 40 multi and 18 single refinery's atm and because i have 16 mil regolith now im making 50 more multi refinerys and i still cant produce enough slag to make bricks and feed my plants. sooo yah a way to auto sell mat would be cool!</content>
  </entry>
  <entry>
    <title>resource deselection bar</title>
    <link href="https://idea.the-crust.com/suggestions/660906/resource-deselection-bar"/>
    <id>sug_as6i6yikolr2kvo</id>
    <published>2025-08-17T11:33:25Z</published>
    <updated>2025-08-17T11:33:25Z</updated>
    <content type="text/plain">so much like we have a bar for selecting mat. this is a bar below that one the eliminates the jobs that your dont want to see so that way you get an even more narrowed search of jobs when selling mat</content>
  </entry>
  <entry>
    <title>Contract "Type" filter. (Launch/Rover)</title>
    <link href="https://idea.the-crust.com/suggestions/660883/contract-type-filter-launchrover"/>
    <id>sug_1e0ihaloj1gezx3</id>
    <published>2025-08-17T08:15:48Z</published>
    <updated>2025-08-19T13:03:42Z</updated>
    <content type="text/plain">The type already exists as an icon. I'd like to be able to filter out contracts by type so that I can remove rover ones or launch ones while checking what I can do.</content>
  </entry>
  <entry>
    <title>Plants &amp; Oxygen</title>
    <link href="https://idea.the-crust.com/suggestions/660880/plants-oxygen"/>
    <id>sug_qvkyrdnilgcvtdi</id>
    <published>2025-08-17T08:05:51Z</published>
    <updated>2025-08-17T08:05:51Z</updated>
    <content type="text/plain">I think the base atmosphere should reach a certain point and then the extra oxygen is pumped into storage tanks. If I have a huge growing area that somehow manages to produce more oxygen than there are people, then I wouldn't need to melt ice anymore right? &#13;
&#13;
Perhaps the base could also fill with CO2 and require proper ventilation to move that CO2 to the plant zones increasing their O2 output slightly. Designate a vent in a wall to output O2 on one side and take it from the other, or just designate output spots and the rest automatically calculate how to move CO2 around. Though this isn't the main idea. Mostly just wanting my plants to be able to produce O2 enough that they can fill tanks up.</content>
  </entry>
  <entry>
    <title>Proper Power Flow</title>
    <link href="https://idea.the-crust.com/suggestions/660879/proper-power-flow"/>
    <id>sug_fj1tt9c9phybaja</id>
    <published>2025-08-17T08:00:19Z</published>
    <updated>2025-08-19T13:11:19Z</updated>
    <content type="text/plain">Power should not be used at a static constant rate for buildings. The landing pads for example consume 100 power. They should drop to 10 while idle, scale up to 50 while something is landing and taking off, and full power during loading. The 50 is for landing lights and communication tower. Max for all the work inside.&#13;
&#13;
Other buildings should have scales like this too. Railgun for example would charge up and store energy in a capacitor, using a constant 2 power to keep up with the loss rate of the charge, and use its max power only when charging up its batteries for another shot. Perhaps storing the energy to shoot 3 times in a row.</content>
  </entry>
  <entry>
    <title>RailGun Power</title>
    <link href="https://idea.the-crust.com/suggestions/661235/railgun-power"/>
    <id>sug_8yyzdm2ka1utbj4</id>
    <published>2025-08-17T08:00:19Z</published>
    <updated>2025-08-19T13:11:19Z</updated>
    <content type="text/plain">Railgun for example would charge up and store energy in a capacitor, using a constant 2 power to keep up with the loss rate of the charge, and use its max power only when charging up its batteries for another shot. Perhaps storing the energy to shoot 3 times in a row.</content>
  </entry>
  <entry>
    <title>Power Refill Calculation</title>
    <link href="https://idea.the-crust.com/suggestions/660877/power-refill-calculation"/>
    <id>sug_5aeyho2spaocznk</id>
    <published>2025-08-17T07:50:53Z</published>
    <updated>2025-08-17T07:50:53Z</updated>
    <content type="text/plain">The game tells you how much time your power will last, but doesn't tell you how long it'll take to charge the batteries. It'd be nice to have a calculation there for that. I know it gets a bit complicated with solar scaling with the day so either an active current calc or perhaps a more advanced one that scales the power through time and makes a best guess? I dunno. Quick current seems easiest.</content>
  </entry>
  <entry>
    <title>Emergency Power</title>
    <link href="https://idea.the-crust.com/suggestions/660876/emergency-power"/>
    <id>sug_2dcjwuspyywagee</id>
    <published>2025-08-17T07:47:17Z</published>
    <updated>2025-08-17T07:47:17Z</updated>
    <content type="text/plain">It would be nice to set some of your fuel consuming generators to only turn on at a specific percentage of power. This way I could say for example, set one generator to turn on at 25%, the second generator at 20%, the third at 15%. Then they all turn off automatically at another set level, such as 10% above their on state.&#13;
&#13;
These would act as emergency generators that produce power when there isn't enough in the batteries to keep going.</content>
  </entry>
  <entry>
    <title>Energy Gas Storage &amp; Transfer</title>
    <link href="https://idea.the-crust.com/suggestions/660875/energy-gas-storage-transfer"/>
    <id>sug_ekg7epnnhajvnzf</id>
    <published>2025-08-17T07:38:08Z</published>
    <updated>2025-08-17T07:38:08Z</updated>
    <content type="text/plain">Sometimes I want to deconstruct a battery, but I can't because I can't move its energy out of it. I want the ability to set a battery to discharge, so that it will force its energy supply into all other batteries that are accepting charge. If all full, it drains first into the network.&#13;
&#13;
Same for gas and liquids. If I built a new bigger tank in my base, I wanna click a button to empty it into the new tank.</content>
  </entry>
  <entry>
    <title>SVAF Cancel Build</title>
    <link href="https://idea.the-crust.com/suggestions/660873/svaf-cancel-build"/>
    <id>sug_iy7hp0mnccfzsmh</id>
    <published>2025-08-17T07:30:28Z</published>
    <updated>2025-08-19T13:21:27Z</updated>
    <content type="text/plain">When starting to build a vehicle, it'd be nice if you could cancel before all the materials get there so that the unused materials get put back outside for reclaiming. (SVAF Small Vehicle Assembly Facility)</content>
  </entry>
  <entry>
    <title>Rename Biologist</title>
    <link href="https://idea.the-crust.com/suggestions/660872/rename-biologist"/>
    <id>sug_ypy7xokcwoyr0nt</id>
    <published>2025-08-17T07:28:13Z</published>
    <updated>2025-08-17T07:28:13Z</updated>
    <content type="text/plain">I would think Botanist would be a better profession for these guys, since thats what they're doing. I want some colonists to focus on plants and do nothing else but when I go through their lists, they don't seem to have a button for botany so I assume its the biologist role that I must select.</content>
  </entry>
  <entry>
    <title>Disable Monthly</title>
    <link href="https://idea.the-crust.com/suggestions/660871/disable-monthly"/>
    <id>sug_pyaagv9ghrm851p</id>
    <published>2025-08-17T07:24:41Z</published>
    <updated>2025-08-19T13:26:53Z</updated>
    <content type="text/plain">Settings to disable the monthly reports, as well as some other warnings or notifications that you might not want to get.</content>
  </entry>
  <entry>
    <title>Keep Camera Location</title>
    <link href="https://idea.the-crust.com/suggestions/660870/keep-camera-location"/>
    <id>sug_mfbc1bhwui3p0cb</id>
    <published>2025-08-17T07:22:57Z</published>
    <updated>2025-08-19T13:27:21Z</updated>
    <content type="text/plain">Keep the camera in its original location when you change levels. Add a key for jumping to the elevator.</content>
  </entry>
</feed>
