When I open the lab, it shows Mining productivity104, while I am researching Mining productivity 98:
And actually, Mining Prod 104 is the next research, the one not in the queue:
Search found 6 matches
- Fri Dec 18, 2020 11:07 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Lab interface showing wrong research
- Replies: 1
- Views: 1826
- Wed Dec 16, 2020 12:15 am
- Forum: Ideas and Suggestions
- Topic: Shift-item ghost dissappears from cursor when personal robots place last item in inventory
- Replies: 6
- Views: 1914
Re: [1.1.6] Shift-item ghost dissappears from cursor when personal robots place last item in inventory
I'd even argue that if you have "Pick ghost item if no items are available" checked in settings, that your cursor should never be cleared when running out of inventory, but just transformed into ghost placing The reason it works like that is the same reason the cursor doesn't switch to gh...
- Tue Dec 15, 2020 12:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.6] Power pole dragging will not power all ghosts
- Replies: 1
- Views: 1851
[kovarex] [1.1.6] Power pole dragging will not power all ghosts
When dragging power poles next to placed items, they will always make sure to power everything, even if they could be placed further apart with the wire distance. They don't do this when dragged next to ghosts however. With the recent push to have ghosts behave the same as direct placement, it feels...
- Tue Dec 15, 2020 11:23 am
- Forum: Ideas and Suggestions
- Topic: Shift-item ghost dissappears from cursor when personal robots place last item in inventory
- Replies: 6
- Views: 1914
Shift-item ghost dissappears from cursor when personal robots place last item in inventory
What did you do? Have a limited number of a placeable item in inventory (eg inserters), and have a personal roboport with robots equipped. Take the item in cursor, press shift and hold shift and place multiple (more than in inventory) ghosts of the item in your personal roboport range. What happene...
- Sat Dec 05, 2020 2:50 pm
- Forum: Desyncs with mods
- Topic: [1.1.5] Desync in modded game
- Replies: 1
- Views: 1731
Re: [1.1.5] Desync in modded game
OK, so it's probably my fault, although I don't see how it could've happened. Since autodeconstruct was not updated for 1.1 yet, I had tested it by just modifying it to say version 1.1 in the info.json. In doing that, I also upgraded the version number (probably shouldn't have done that, but didn't ...
- Fri Dec 04, 2020 4:07 pm
- Forum: Desyncs with mods
- Topic: [1.1.5] Desync in modded game
- Replies: 1
- Views: 1731
[1.1.5] Desync in modded game
I would post in the modded desyncs subforum, but I have no post permissions there it seems. So if a mod would want to move the thread there please. https://drive.google.com/drive/folders/1VjTEMgi8Z4wD2dzdhNFERrvfjnrFXrzt?usp=sharing Game I've been playing for a while now letting it run on a server. ...