Search found 25 matches

by RusselRaZe
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

[2.0.23] Logistic request window closes when ghost requester/buffer chest is built

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.
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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.
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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 ...
by RusselRaZe
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.
by RusselRaZe
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 ...
by RusselRaZe
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
by RusselRaZe
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 ...

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