TL;DR
When interacting with ghost assembler, allow placing ghost modules in it's module slots even if there's an actual module in hand.
What?
When interacting with ghost assembler, it will not let you place a module into the slot, unless the module in hand is also a ghost. This can be ...
Search found 20 matches
- Mon Nov 25, 2024 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Allow Ghost Modules from Module in Hand
- Replies: 1
- Views: 197
- Thu Nov 21, 2024 1:46 am
- Forum: Not a bug
- Topic: [2.0.20] Incomplete beacon description
- Replies: 1
- Views: 198
[2.0.20] Incomplete beacon description
The beacon description says it "transmits the effects of modules" with no qualifier on this statement, leading one to believe they support all modules. Nor do the modules themselves state their compatibility with beacons. It's not until a player has laid out their machines and beacons that they ...
- Mon Nov 11, 2024 12:42 am
- Forum: Gameplay Help
- Topic: AT Station and NO Path
- Replies: 1
- Views: 220
Re: AT Station and NO Path
Deleting this station that was not connected to the rail(had just placed it for easy copy/paste of station) solved the problem. Seems quirky for this to break a "No path" condition:
- Sun Nov 10, 2024 11:28 pm
- Forum: Gameplay Help
- Topic: AT Station and NO Path
- Replies: 1
- Views: 220
AT Station and NO Path
Is it expected that a AT Station && NO Path interrupt condition would never work? Does the NO Path condition not activate until a train has "left" a station even though it is still sitting at that station trying to path?
All red chest stations are disabled by condition.
All red and blue chest ...
All red chest stations are disabled by condition.
All red and blue chest ...
- Fri Nov 08, 2024 5:02 pm
- Forum: Not a bug
- Topic: [kovarex] [2.0.11] Interrupt wildcard used to match station name without item inventory presence
- Replies: 6
- Views: 901
Re: [kovarex] [2.0.11] Interrupt wildcard used to match station name without item inventory presence
Yep, I misunderstood one of the FFF and tried similar "At [circuit wild card]Loading" and "Destination [circuit wildcard icon]Unloading". Obviously I see my error, but would be cool if the "At [wildcard]String" could match and "capture" against station names.
I like these features, but the first ...
I like these features, but the first ...
- Wed Nov 06, 2024 12:43 am
- Forum: Ideas and Suggestions
- Topic: Making quality more accessible without reducing its complexity
- Replies: 10
- Views: 1813
Re: Making quality more accessible without reducing its complexity
The problem that I can see with the suggested implementation here is that it doesn't actually change anything about the accessibility of the feature.
Lets say you slap a bunch of quality modules on your wire production for your circuits. Cool; now if you don't fully split them off entirely you ...
- Mon Nov 04, 2024 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Making quality more accessible without reducing its complexity
- Replies: 10
- Views: 1813
Re: Making quality more accessible without reducing its complexity
This is especially problematic for things like copper wires that you produce very close to circuits because you replenish them along the line. You will never get quality intermediates in exactly the needed ratio, so any loops will get clogged eventually if you aren't pulling stuff into chests and ...
- Mon Oct 28, 2024 10:05 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 83597
Re: Friday Facts #384 - Combinators 2.0
I'm really happy to see the ability to copy/paste small sections without breaking wires and support for boolean logic as well as separate green/red logic. I posted a couple years ago with these specific suggestions, but felt like a helpless plea since a lot of the more active community seemed to ...
- Fri Feb 11, 2022 6:02 pm
- Forum: Gameplay Help
- Topic: More Expressive Combinators
- Replies: 9
- Views: 3076
More Expressive Combinators
There's alot of scenarios where I have a solid idea of the boolean logic I need to accomplish something, but the lack of expressiveness in combinators makes it very tedious. And I cannot emphasize enough how this tedium is multiplied when you're in space constrained scenarios where you start having ...
- Sat Jul 31, 2021 2:33 am
- Forum: Technical Help
- Topic: [1.1.36] Broken Save on ALL save files
- Replies: 3
- Views: 1928
Re: [1.1.36] Broken Save on ALL save files
Hoping and praying for you buddy!Sonderlinger wrote: Fri Jul 23, 2021 5:08 pm Please help, this is a really really long and big save, after 2000+h I finally build my "dream world".
- Sat Jul 31, 2021 2:24 am
- Forum: Technical Help
- Topic: server bans Internal IP on banning people
- Replies: 7
- Views: 2732
Re: server bans Internal IP on banning people
Could be alot of things. Depending on where your VM is hosted, it might be behind some sort of gateway, and the last hop before reaching the server shows the IP address for the gateway backend.
The VM might have a virtual network interface that performs it's own NAT'ing.
If your VM is hosted ...
The VM might have a virtual network interface that performs it's own NAT'ing.
If your VM is hosted ...
- Sat Jul 24, 2021 7:37 pm
- Forum: Technical Help
- Topic: Corrupt map: Unknown tile 246
- Replies: 13
- Views: 4516
Re: Corrupt map: Unknown tile 246
Agreed, noone said the game should fix the bitflip, but an option to continue loading with an error tile set at that position would be great. Better than losing the entire save, and should be easy to implement as well.
Backing up a save after a successful load would at least ensure if the game ...
- Wed Jul 07, 2021 10:11 pm
- Forum: Technical Help
- Topic: Corrupt map: Unknown tile 246
- Replies: 13
- Views: 4516
Re: Corrupt map: Unknown tile 246
Oh how! So I'm not alone with my problem :)))))))))
No you're not alone. There's an entire section "0/1 Magic" of people with similar issues. People are losing all their saves and the staff are in disagreement about the problem. I recommended making backups of saves on successful load(no more ...
- Wed Jul 07, 2021 8:54 pm
- Forum: Outdated/Not implemented
- Topic: Validate Saves
- Replies: 22
- Views: 7316
Re: Validate Saves
Hm. I don’t think this a good strategy. I would use it only, if I (as dev) would search for a specific bug. Because this occurs so seldom this extra loading needs a) too much resources and b) doesn’t even guarantee that if it loads it is able to run (happened to me much more often).
Instead I ...
- Wed Jul 07, 2021 4:00 am
- Forum: Outdated/Not implemented
- Topic: Validate Saves
- Replies: 22
- Views: 7316
Validate Saves
TL;DR
Consider detecting corruption by a validating a save by running it through the load routine, in order to prevent multiple saves from being corrupted..
What ?
After completing a save operation, allow gaming to continue, but in a background thread run that save through the load routine to ...
Consider detecting corruption by a validating a save by running it through the load routine, in order to prevent multiple saves from being corrupted..
What ?
After completing a save operation, allow gaming to continue, but in a background thread run that save through the load routine to ...
- Fri Jan 08, 2021 9:49 pm
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 12927
Re: Trains still route to closest station (with limits set)
but you want stationary artillery
That's not what I want. Artillery emplacements need to fire very rarely, so my personal opinion is it's waste to have them all over the place. I want to have a train visit, because a brief occasional visit is more than enough to clear nests that have crept ...
- Fri Jan 08, 2021 9:44 pm
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 12927
Re: Trains still route to closest station (with limits set)
On many occasions I've really wished there was a round robin option for visiting stations of the same name. I'd like to just have an artillery train that stops at all stations named "Art" in a round robin fashion. The only way I've found to do this is really complicated circuit wise and requires ...
- Fri Jan 08, 2021 7:42 am
- Forum: Gameplay Help
- Topic: Trains still route to closest station (with limits set)
- Replies: 37
- Views: 12927
Re: Trains still route to closest station (with limits set)
On many occasions I've really wished there was a round robin option for visiting stations of the same name. I'd like to just have an artillery train that stops at all stations named "Art" in a round robin fashion. The only way I've found to do this is really complicated circuit wise and requires ...
- Sat Nov 14, 2020 3:26 am
- Forum: Ideas and Suggestions
- Topic: Keep Equipment Grid Button
- Replies: 9
- Views: 3534
Re: Keep Equipment Grid Button
I think you just proved my pointAmericanPatriot wrote: Sat Nov 14, 2020 3:26 amOops I mixed up left and right. I was thinking the correct button but mixed them up in my head.
- Sat Nov 14, 2020 2:59 am
- Forum: Ideas and Suggestions
- Topic: Keep Equipment Grid Button
- Replies: 9
- Views: 3534
Keep Equipment Grid Button
tldr When removing the character tab in 1.1, please find a place for the equipment grid button. Using the mainscreen suit icon, it's easy to accidentally remove the suit.
Why? Many times I have used the wrong mouse button to access my equipment form the main screen icon, and instead removed my ...
Why? Many times I have used the wrong mouse button to access my equipment form the main screen icon, and instead removed my ...