It's similar to this problem:
118545
Steps:
1) Place a ghost requester or buffer chest.
2) Click on a logistic request slot to open up the window for logistic request
3) When the bot places the chest, the window closes.
Search found 25 matches
- Thu Dec 05, 2024 4:22 am
- Forum: Duplicates
- Topic: [2.0.23] Logistic request window closes when ghost requester/buffer chest is built
- Replies: 1
- Views: 87
- Tue Dec 03, 2024 12:52 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.23] Crash messing with space platforms in editor (CargoPod::changeSurfaceAndDescendToHatch)
- Replies: 1
- Views: 163
[2.0.23] Crash messing with space platforms in editor (CargoPod::changeSurfaceAndDescendToHatch)
I attached the log file. I don't really know what happened, I was just making my endgame ship on a sandbox game mode just to mess with things and it crashed.
EDIT: Happened again. Attaching the log file again. I was in editor mode in sandbox and was viewing the ship. I pressed escape and then the ...
EDIT: Happened again. Attaching the log file again. I was in editor mode in sandbox and was viewing the ship. I pressed escape and then the ...
- Sun Dec 01, 2024 8:35 pm
- Forum: Railway Setups
- Topic: 2.0 Intersection Compendium
- Replies: 59
- Views: 46225
Re: 2.0 Intersection Compendium
Bocian2 has published some of his ideas for elevated rail interchanges in this Reddit post .
I created blueprints for some of his Celtic Knot designs.
Celtic Knot (Variant A)
RHD
LHD
Celtic Knot (Variant B)
RHD
LHD
Variant A is near identical to the design from LuziferSenpai, but ...
- Thu Nov 28, 2024 5:35 am
- Forum: Duplicates
- Topic: [2.0.22] Underground pipes behind stacked items on belts are rendered over them
- Replies: 1
- Views: 143
[2.0.22] Underground pipes behind stacked items on belts are rendered over them
See attached screenshot. Seems to only be an issue when the pipes are parallel to the belt.
- Thu Nov 21, 2024 10:27 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] Undo preview showing the wrong surface
- Replies: 1
- Views: 872
[2.0.20] Undo preview showing the wrong surface
Not sure how to recreate this otherwise, but only happening on this save file. If I hover over undo, it shows the map preview of where the undo is, but on Nauvis, even though the action I'm trying to undo is on Gleba. I assume the preview is showing the same coordinates as the undo on Gleba, but ...
- Tue Nov 19, 2024 3:22 am
- Forum: Ideas and Suggestions
- Topic: A view mode that ignores elevated rails
- Replies: 15
- Views: 987
A view mode that ignores elevated rails
TL;DR
Elevated rails become see-through and non-existant to the cursor with a toggle.
What?
A view mode that essentially lets us ignore elevated rails so that when we place buildings or click drag to copy-paste or deconstruct things, elevated rails and supports are ignored. Something that could be ...
Elevated rails become see-through and non-existant to the cursor with a toggle.
What?
A view mode that essentially lets us ignore elevated rails so that when we place buildings or click drag to copy-paste or deconstruct things, elevated rails and supports are ignored. Something that could be ...
- Sat Nov 16, 2024 5:36 am
- Forum: Not a bug
- Topic: [2.0.19] Platform stuck requesting items, but never gets sent up
- Replies: 1
- Views: 273
[2.0.19] Platform stuck requesting items, but never gets sent up
11-16-2024, 00-30-03.png I have an image attached of my platform that transports items between Fulgora and Nauvis. It's stuck requesting Epic recyclers. I have 50 available in Fulgora, but they're not being sent up. For some reason, it's saying that 12 are on the way, even though the rocket size ...
- Mon Nov 11, 2024 10:46 am
- Forum: Ideas and Suggestions
- Topic: Is it possible to add a setting to disable notifications of landmines are destroyed?
- Replies: 1
- Views: 330
Is it possible to add a setting to disable notifications of landmines are destroyed?
Landmines are really useful in Gleba and I've noticed that my fruit farming areas are taking less damage with landmines, but the landmines tend to get caught in the AoE damage form rocket turrets and also the wrigglers attack them (which isn't an issue since they end up detonating one themselves ...
- Sun Nov 10, 2024 2:14 am
- Forum: Not a bug
- Topic: [2.0.16] Item's don't spoil faster when sped up in editor
- Replies: 1
- Views: 249
[2.0.16] Item's don't spoil faster when sped up in editor
If you enter editor mode and change the speed to x2, spoilable items do spoil twice as fast, but anything above that, the spoilage remains the same as x2 speed.
The same goes for captive biter spawners consuming bioflux. It consumes it and generated biter eggs at x2 speed, but not any faster than ...
The same goes for captive biter spawners consuming bioflux. It consumes it and generated biter eggs at x2 speed, but not any faster than ...
- Thu Nov 07, 2024 8:30 am
- Forum: Duplicates
- Topic: [2.0.15] Window for ghost entity closes when built by bot
- Replies: 5
- Views: 469
Re: [2.0.15] Window for ghost entity closes when built by bot
That happens to me all the time ! :( And the worst is i know when it could happen, but i still try to set the things up very fast before the bot builds it. :lol:
Would +1 a suggestion there
I have a feeling someone else reported it, but I figured I'd post it since I couldn't really find it ...
- Thu Nov 07, 2024 8:17 am
- Forum: Duplicates
- Topic: [2.0.15] Window for ghost entity closes when built by bot
- Replies: 5
- Views: 469
[2.0.15] Window for ghost entity closes when built by bot
2.0 added in allowing to open the window for ghost entities so we can set recipes for them. However, if I open the circuit or logistic connection window and try to the enable/disable filter, it will close when the entity is built.
Similar, for things like inserters, if I place a ghost inserter and ...
Similar, for things like inserters, if I place a ghost inserter and ...
- Thu Nov 07, 2024 7:50 am
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 62
- Views: 14321
Add in copy pasting to set filters for storage chests
TL;DR:
Copy paste assembler settings to storage chest to set storage chest filter
What?
This suggestion is to let us copy paste (shift+right click > shift+left click) from an assembler to a storage chest (yellow logistics chest) to set the storage chest's filter. Some players, like me, prefer to ...
Copy paste assembler settings to storage chest to set storage chest filter
What?
This suggestion is to let us copy paste (shift+right click > shift+left click) from an assembler to a storage chest (yellow logistics chest) to set the storage chest's filter. Some players, like me, prefer to ...
- Fri Nov 01, 2024 2:45 am
- Forum: Duplicates
- Topic: [2.0.13] Production GUI label does not update when switching surfaces
- Replies: 1
- Views: 169
[2.0.13] Production GUI label does not update when switching surfaces
Step 1: Open remote view to any surface.
Step 2: Open the production window.
Step 3: Go to another surface in remote view while having the production window open.
The production info will update to the surface your switch to, but the name of the production window toolbar will not change.
In the ...
Step 2: Open the production window.
Step 3: Go to another surface in remote view while having the production window open.
The production info will update to the surface your switch to, but the name of the production window toolbar will not change.
In the ...
- Fri Nov 01, 2024 2:40 am
- Forum: Not a bug
- Topic: [2.0.13] Turbo splitters don't shot up in search when searching for "belts," but other splitters do
- Replies: 1
- Views: 209
[2.0.13] Turbo splitters don't shot up in search when searching for "belts," but other splitters do
When searching "belts" in the logistic network, it will show all tiers of belts and underground belts, as expected. But yellow to blue splitters are also shown, but not turbo splitters.
I assume this is because first 3 tiers of splitters have the word "belt" in their tooltips, while the turbo ...
I assume this is because first 3 tiers of splitters have the word "belt" in their tooltips, while the turbo ...
- Wed Oct 30, 2024 8:04 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Large number when setting logistic groups to a combinator group that has negative value (overflow)
- Replies: 1
- Views: 209
[2.0.12] Large number when setting logistic groups to a combinator group that has negative value (overflow)
Step 1: Place a constant combinator and set up a signal for an item with negative value. Save this as a new combinator group.
Step 2: Exit out of the constant combinator and open up your inventory
Step 3: Set up a logistic request and choose the constant combinator group you just made.
Result: It ...
Step 2: Exit out of the constant combinator and open up your inventory
Step 3: Set up a logistic request and choose the constant combinator group you just made.
Result: It ...
- Wed Oct 30, 2024 1:31 am
- Forum: Ideas and Suggestions
- Topic: Have heat pipe ghosts show their connections, like how ghost pipes do
- Replies: 0
- Views: 105
Have heat pipe ghosts show their connections, like how ghost pipes do
TL;DR:
Ghost heat pipes show how they connect.
What?
At the moment, heat pipe ghost don't connect to each other, similar to 1.1. Ghost pipes (for fluids) show their connection in 2.0, which makes it easier to see how things connect before bots build it.
Why?
Ghost pipes were updated in 2.0 to show ...
Ghost heat pipes show how they connect.
What?
At the moment, heat pipe ghost don't connect to each other, similar to 1.1. Ghost pipes (for fluids) show their connection in 2.0, which makes it easier to see how things connect before bots build it.
Why?
Ghost pipes were updated in 2.0 to show ...
- Tue Oct 29, 2024 9:32 pm
- Forum: Implemented Suggestions
- Topic: [2.0.12] Using pipette on ore patch in remote view brings burner mining drill instead of the unlocked drills
- Replies: 1
- Views: 288
[2.0.12] Using pipette on ore patch in remote view brings burner mining drill instead of the unlocked drills
If I'm doing the pipette on a resource patch locally, it brings up the highest level drill I have in my inventory. However, in remote view, it just brings up the burner mining drill, since I assume the game thinks I don't have any drills in my inventory while in remote view.
- Mon Oct 28, 2024 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Can't pause game while remote driving while in space platform
- Replies: 2
- Views: 2046
[Rseding91] [2.0.11] Can't pause game while remote driving while in space platform
While in the space platform, and I go view a planet (Nauvis), and I remote drive a tank, I can't pause the game. This seems to be because when I press escape, it goes back to remote view on the space platform I'm in, and when I press escape again, it brings me back to the tank I'm remote driving. So ...
- Sat Oct 26, 2024 7:20 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] Add ability to request repair packs in roboports
- Replies: 3
- Views: 441
Re: [2.0] Add ability to request repair packs in roboports
I agree, this would be a nice addition
- Sat Oct 26, 2024 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Allow use to use "Z" to place modules one at a time in remote view
- Replies: 0
- Views: 185
Allow use to use "Z" to place modules one at a time in remote view
TL;DR
Let us place modules remotely like we can locally.
What?
When in remote view and holding a ghost module, let use place a single module by pressing "Z" like we can when we do it locally.
Why?
Currently, if we want to place at least 2 different module types into a machine, we have to open up ...
Let us place modules remotely like we can locally.
What?
When in remote view and holding a ghost module, let use place a single module by pressing "Z" like we can when we do it locally.
Why?
Currently, if we want to place at least 2 different module types into a machine, we have to open up ...