Search found 50 matches
- Mon Jun 23, 2014 11:26 pm
- Forum: Implemented Suggestions
- Topic: New logistic chest Type / Filtered logistic storage chests βΈ
- Replies: 15
- Views: 25298
Filtered logistic storage chests
joined into this thread -- ssilk -------- It would be nice if logistic storage chests could be filtered for input items. Storage chest with filter would act exactly the same as regular storage chest except for accepting only the items from the filter list. Benefit: would allow to create localized s...
- Mon Jun 23, 2014 11:17 pm
- Forum: Implemented Suggestions
- Topic: Filtered deconstruction
- Replies: 5
- Views: 3294
Filtered deconstruction
It would be nice if deconstruction planner would have optional filter where player can specify items. If at least a single filter is specified this deconstruction planner will target only filter items for deconstructions. For example I want to remove all regular and ground pipes in a large area and ...
- Mon Jun 23, 2014 11:11 pm
- Forum: Ideas and Requests For Mods
- Topic: "Upgrade" blueprint
- Replies: 2
- Views: 3914
"Upgrade" blueprint
It would be nice to have a blueprint type which would allow player upgrading one type of item to another. For example I want to upgrade all regular transport belts in an area to express ones. Currently: It's a hard task if the setup is complex and would involve a lot of manual work Desired: With the...
- Mon Jun 23, 2014 11:05 pm
- Forum: Implemented Suggestions
- Topic: Add icons of liquids to blueprints icons set
- Replies: 1
- Views: 1505
Add icons of liquids to blueprints icons set
Let player choose icons of liquids liquid when he creates a blueprint so he can accurately mark some of the liquid-realted bleuprints. For example I have a factory setup that creates lubricant. On my blueprint I'd liek to see "chemical plant" icon and "lubricant" icon so I knwo i...
- Mon Jun 23, 2014 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][kovarex] Inaccurate blueprints from the ghost rails
- Replies: 1
- Views: 1233
[0.10.1][kovarex] Inaccurate blueprints from the ghost rails
Blueprints created from the ghost with rails sometimes are saved inaccurately 1. Open save file https://dl.dropboxusercontent.com/u/16452197/Defects.zip (76mb) 2. Zoom out a bit to see the full ghost (created from blueprint) above the player 3. Capture this ghost (full) with an empty blueprint and s...
- Mon Jun 23, 2014 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][slpwnd]Can't place pumps one after another manually
- Replies: 2
- Views: 811
[0.10.1][slpwnd]Can't place pumps one after another manually
In save file https://dl.dropboxusercontent.com/u/16452197/Defects.zip (76mb) try connecting two "small pumps" with the third one in the same direction manually (not ghost, not blueprint). Expected: connecting pump is possible to place Actual: pump icon is highlighted red and cannot be plac...
- Mon Jun 23, 2014 10:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x][kovarex] Roboports removal - bad allocation
- Replies: 1
- Views: 678
[0.10.x][kovarex] Roboports removal - bad allocation
Try to remove roboport closest to player - Tyler Burns in save file: https://dl.dropboxusercontent.com/u/16452197/Defects.zip (76mb) Expected: Roboport is removed Actual: Roboport is removed + error "bad allocation" occurs. Application is not crashed but current game is not playable after ...
- Fri Jun 20, 2014 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] bad allocation
- Replies: 15
- Views: 6161
Re: [0.10.0] bad allocation
I presume this one wasn't fixed in 0.10.1? =(
- Thu Jun 12, 2014 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] bad allocation
- Replies: 15
- Views: 6161
Re: [0.10.0] bad allocation
The one I posted does not involves save/load at all.
As I have said autosave is disbaled and direct save/load cause no issue. What causes an issue resides somwhere in an algorithm that recalculates coverage zone of roboports or something closely related to it.
As I have said autosave is disbaled and direct save/load cause no issue. What causes an issue resides somwhere in an algorithm that recalculates coverage zone of roboports or something closely related to it.
- Thu Jun 12, 2014 8:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] bad allocation
- Replies: 15
- Views: 6161
Re: [0.10.0] bad allocation
In my case bad allocation happens when I put a lot of connected roboports without electricity. It seems that it happens during one of those checks when newly created deelectrified roboport looses coverage and connections. My experiment was: 1. Create 4 roboports at max conenctable (supply) distance ...