I'm afraid it is not fixed. Instead, now the "Automatic requests from space platforms" is always on for ex-/imported blueprints.
Tested in 2.0.27
Search found 56 matches
- Fri Dec 20, 2024 1:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] "Automatic requests from space platforms" not saved in blueprint string exports
- Replies: 3
- Views: 823
- Thu Dec 19, 2024 3:28 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
- Replies: 24
- Views: 3427
Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Thank you for the tool, it is very useful and well done. I have some suggestions to streamline the construction blueprints:
Consider this platform: https://rocketcal.cc/c14bbb4311615a0693ae8912e7f25ede It only uses starter platform as auto launch and it has deleted default platforms. The auto ...
Consider this platform: https://rocketcal.cc/c14bbb4311615a0693ae8912e7f25ede It only uses starter platform as auto launch and it has deleted default platforms. The auto ...
- Wed Nov 06, 2024 6:51 pm
- Forum: Implemented Suggestions
- Topic: Show recycler arrows in alt mod
- Replies: 3
- Views: 337
Re: Show recycler arrows in alt mod
Fixed in 2.0.15, see also this duplicate 119176
- Sun Oct 27, 2024 12:23 pm
- Forum: Implemented Suggestions
- Topic: Show recycler arrows in alt mod
- Replies: 3
- Views: 337
Show recycler arrows in alt mod
When playing with alt mode, there is the option to show arrows for inserters, mining drills, and pumps. Unfortunately not so for recyclers, their arrows are only shown on mouse hover.
Especially on dense layouts with mirroring, it would be a huge help to be able to show the arrows for recyclers ...
Especially on dense layouts with mirroring, it would be a huge help to be able to show the arrows for recyclers ...
- Sun Oct 31, 2021 1:24 pm
- Forum: Not a bug
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 10
- Views: 5018
Re: [1.1.42] Smart rotations facing the wrong way
I also get this a lot and it is quite infuriating.
- Wed Jul 29, 2020 8:24 am
- Forum: Resolved Problems and Bugs
- Topic: Game sounds are uncomfortable and obscure
- Replies: 20
- Views: 9930
Re: Game sounds are uncomfortable and obscure
Thanks for all the insightful additions. I can only agree to that. It would be great if this could be addressed as the last "problem area" before 1.0.
- Thu Jul 23, 2020 10:40 pm
- Forum: Resolved Problems and Bugs
- Topic: Game sounds are uncomfortable and obscure
- Replies: 20
- Views: 9930
Game sounds are uncomfortable and obscure
A good part of the current version of the in game sounds could be improved significantly. While this may be up to personal perception, I know many regular players share this negative perception of the current sounds. It is also not just a thing of getting used to the "new" sounds, since they were ...
- Sun May 31, 2020 2:24 pm
- Forum: Releases
- Topic: Version 0.18.27
- Replies: 65
- Views: 37172
Re: Version 0.18.27
The majority of graphical and sound changes are great and very much appreciated. Some of it mainly about "getting used to it". But a few things peek out to me very strongly:
The ghost placement sound is not only annoying, it literally makes me physically uncomfortable - like screeching on a ...
The ghost placement sound is not only annoying, it literally makes me physically uncomfortable - like screeching on a ...
- Mon Apr 27, 2020 9:00 am
- Forum: Modding discussion
- Topic: Any% Tool-Assisted Speedrun WR 1:21:20
- Replies: 4
- Views: 2647
Re: Any% Tool-Assisted Speedrun WR 1:21:20
Great job! Do you have any idea how much time you spent on the preparation?
- Mon Jul 15, 2019 8:36 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 67812
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
It's good to have some more facts in the "G2A debate" and to hold G2A to their word. That's certainly better than just having a twitter warrior with something of a vendetta vs a company dumping out nice words...
I just can't get rid of the feeling this isn't actually about G2A... this is about ...
I just can't get rid of the feeling this isn't actually about G2A... this is about ...
- Sat Sep 15, 2018 12:38 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 140527
Re: Friday Facts #260 - New fluid system
I think that using the electric network is a good idea. I propose a model based on real life water piping, the one you have in your houses. This allows to get rid of water "level" and use only pressure as variable.
Each source (ex offshore pump) works as a power source that has a fixed tension ...
- Fri Sep 14, 2018 9:40 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 140527
Re: Friday Facts #260 - New fluid system
I carry this idea around for a while now - unfortunately I never found the time to implement a prototype.
Basic model
The fluid network is as a network of resistors and apply Kirchhoff's circuit laws. This goes in the direction of electricity network, but does not have the drawbacks mentioned in ...
Basic model
The fluid network is as a network of resistors and apply Kirchhoff's circuit laws. This goes in the direction of electricity network, but does not have the drawbacks mentioned in ...
- Wed May 02, 2018 6:06 pm
- Forum: Not a bug
- Topic: [0.16.37] Neutral chests can't be fast replaced
- Replies: 4
- Views: 6825
Re: [0.16.37] Neutral chests can't be fast replaced
So the question is, Is there a better way to implement the actual goal - being able to steal from enemy chests - without the mentioned downsides.
- Mon Apr 30, 2018 6:55 pm
- Forum: Not a bug
- Topic: [0.16.37] Neutral chests can't be fast replaced
- Replies: 4
- Views: 6825
Re: [0.16.37] Neutral chests can't be fast replaced
This is in fact quite an issue.
There is also another issue with neutral chests: They are not included in blueprints created from the game.
There is also another issue with neutral chests: They are not included in blueprints created from the game.
- Sun Dec 17, 2017 11:45 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 68719
Re: Friday Facts #221 - 0.16 is out
Just to add another everything should compress .
On sideloading, I have the strong opinion that it should compress. A single splitter works only if both sides have the same item. The "solutions" for sideloading an item to a particular side have been posted, and are ugly, bulky and boring.
On ...
On sideloading, I have the strong opinion that it should compress. A single splitter works only if both sides have the same item. The "solutions" for sideloading an item to a particular side have been posted, and are ugly, bulky and boring.
On ...
- Thu Dec 14, 2017 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [0.16.0] Starting area has no water
- Replies: 20
- Views: 11962
Re: [TOGos][16.0] Starting area has no water
I have to agree with all the others. Do not delay mapgen changes. As long as 0.16 is marked expermental, you needn't be worried.
Water is clearly not the only issue. I strongly believe cliffs need adjustment to fulfill their role of "create interesting combat situations, or with some modifications ...
Water is clearly not the only issue. I strongly believe cliffs need adjustment to fulfill their role of "create interesting combat situations, or with some modifications ...
- Mon Dec 11, 2017 6:00 pm
- Forum: News
- Topic: Factorio T-shirts store now open
- Replies: 86
- Views: 77727
Re: Factorio T-shirts store now open
+1exi123 wrote:Why only PayPal?Is there any way to pay this on an other way?
PayPal is a huge issue for me - I had my personal PayPal horror story as many other people have.
- Mon Nov 06, 2017 10:07 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 51218
Re: Friday Facts #215 - Multithreading issues
One would think trains and belts would exceed cache lines. But they probably have things like smart pointers and lists allocated dynamically. And then you have structures with just a bool and a pointer (16 byte with padding) or a prev, next and data link (32 byte with padding). And suddenly the ...
- Sun Nov 05, 2017 11:25 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 51218
Re: Friday Facts #215 - Multithreading issues
Modern processors (think after ~2005) all have multi-way cache association with aggressive snooping via a concept of broadcasting (mostly only for SIMD instructions). The only time a total page invalidation should occur ('should' instead of 'could' because overclocking cache frequency really messes ...
- Fri Nov 03, 2017 8:50 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 51218
Re: Friday Facts #215 - Multithreading issues
Don't want to nitpick, but maybe this helps to find better information. The piece of memory cache in question is a cache line , it's size is usually 64 byte (a page on OS level is 4096 byte). The effect in question is called false sharing is a common issue for multi-threaded programs.
However, I am ...
However, I am ...