Search found 34 matches

by Krusnik
Sat Nov 23, 2024 7:21 pm
Forum: Duplicates
Topic: [2.0.20] When setting quality in a condition filter, alt+mouse wheel does not change quality.
Replies: 3
Views: 195

Re: [2.0.20] When setting quality in a condition filter, alt+mouse wheel does not change quality.

Yes this is the same as 121609

I have tracked it down to be related to scroll bar. Can delete this thread if needed.
by Krusnik
Tue Nov 19, 2024 10:14 pm
Forum: Duplicates
Topic: [2.0.20] When setting quality in a condition filter, alt+mouse wheel does not change quality.
Replies: 3
Views: 195

[2.0.20] When setting quality in a condition filter, alt+mouse wheel does not change quality.

Steps to reproduce:
Go to set Circuit condition on a requester chest.
Check Enabled/Disable.
Choose item.
Alt+MouseWheel does not change quality.
by Krusnik
Sat Nov 09, 2024 9:07 pm
Forum: Bug Reports
Topic: [2.0.14] "Import From" filter unexpectedly changing when altering logistics group from cargo landing pad
Replies: 2
Views: 408

Re: [2.0.14] "Import From" filter unexpectedly changing when altering logistics group from cargo landing pad

Able to reproduce this myself.

Just change a request on a grouped request and it will change the planet to Nauvis.
by Krusnik
Thu Nov 07, 2024 4:36 pm
Forum: Not a bug
Topic: 2.0.7: Superconductors recyclable?
Replies: 8
Views: 2596

Re: 2.0.7: Superconductors recyclable?

Makes sense for ease of recycling tier 3 modules, but the inconsistency is a bit confusing.
by Krusnik
Thu Nov 07, 2024 4:31 pm
Forum: General discussion
Topic: Space Age general Questions
Replies: 164
Views: 37017

Re: Space Age general Questions

Why doesn't ice spoil into water or just evaporate? Agreed. The question immediately arises - can the mechanics of "rotting" (which is on Gleba) be changed to something else for other things (evaporation rate, rusting, etc.) in potential mods? Oh I love that concept. That would be really ...
by Krusnik
Wed Nov 06, 2024 8:31 pm
Forum: Gameplay Help
Topic: Serious Question: Can Gleba not be idle?
Replies: 9
Views: 2182

Re: Serious Question: Can Gleba not be idle?

Never idle so far. If you want constant science production, why would you want idle?

I guess you could easily setup a system that only starts nutrient production when your science goes below a certain amount.
by Krusnik
Wed Nov 06, 2024 8:30 pm
Forum: Gameplay Help
Topic: Starting out on Aquilo questions
Replies: 3
Views: 4087

Re: Starting out on Aquilo questions

Having some solar panels and accums is helpful when first starting. That being said, you 100% need to ship in some sort of fuel, ideally nuclear.
by Krusnik
Wed Nov 06, 2024 8:28 pm
Forum: General discussion
Topic: Space Age general Questions
Replies: 164
Views: 37017

Re: Space Age general Questions

Why doesn't ice spoil into water or just evaporate?
by Krusnik
Fri Oct 25, 2024 4:14 pm
Forum: Ideas and Suggestions
Topic: [0.17.4] Toggle Belt Immunity shortcut
Replies: 14
Views: 5333

Re: [0.17.4] Toggle Belt Immunity shortcut

Bump.
Sadge I have to wait for a mod to be updated for this really nice(and simple) functionality!
by Krusnik
Thu Mar 09, 2023 8:53 pm
Forum: Ideas and Suggestions
Topic: Copy/Paste Train Conditions
Replies: 26
Views: 56621

Re: Copy/Paste Train Conditions

Even just a button to duplicate an existing train stop within the Schedule Editor would be awesome.
by Krusnik
Fri May 31, 2019 4:26 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 58450

Re: Friday Facts #297 - New resource icons

As a developer (but not game), can you elaborate why that is the case? I can't see something like the angle of an inserter requiring more than single-degree precision. If you ever have to do any division, you have to round. Rounding is much easier if there is more precision. Otherwise you'd likely ...
by Krusnik
Tue Apr 16, 2019 2:21 am
Forum: Ideas and Suggestions
Topic: Change train station already added to schedule
Replies: 13
Views: 5086

Re: Change train station already added to schedule

Honestly surprised this isn't already a function!
+1
by Krusnik
Sat Mar 09, 2019 2:15 am
Forum: Not a bug
Topic: [0.17.5] Personal Bots Delayed Construction
Replies: 23
Views: 7308

Re: [0.17.5] Personal Bots Delayed Construction

=( sure wish they weren't.
by Krusnik
Fri Mar 08, 2019 8:43 pm
Forum: Not a bug
Topic: [0.17.5] Personal Bots Delayed Construction
Replies: 23
Views: 7308

Re: [0.17.5] Personal Bots Delayed Construction

Ok, I loaded up the save and it's what I thought it was: you have 1520 entities waiting to be repaired and it's the same logic as everything else robots do: only so many are checked per tick resulting in slow times between robots being sent to repair stuff. Even though those robots aren't in range ...
by Krusnik
Fri Mar 08, 2019 4:00 pm
Forum: Not a bug
Topic: [0.17.5] Personal Bots Delayed Construction
Replies: 23
Views: 7308

Re: BUG: Personal Robots stop activating - Toggling doesn't help.

To even further elaborate: This seems to happen only when out of range of placed Roboports. In the save I attached above, I am expanding way out and am only in range of my personal roboport. Is there something else needed to get this ticket out of pending? I'd be glad to get more saves or logs if ne...
by Krusnik
Thu Mar 07, 2019 3:39 am
Forum: Not a bug
Topic: [0.17.5] Personal Bots Delayed Construction
Replies: 23
Views: 7308

Re: BUG: Personal Robots stop activating - Toggling doesn't help.

To further elaborate on the bug: When in range of something requiring construction robots, robots do not always immediately leave to a potential task. Sometimes robots will leave to some of the tasks, but usually not all task. Plenty of repair packs or entities to place. However, it does seem that i...
by Krusnik
Wed Mar 06, 2019 12:10 am
Forum: Not a bug
Topic: [0.17.5] Personal Bots Delayed Construction
Replies: 23
Views: 7308

Re: BUG: Personal Robots stop activating - Toggling doesn't help.

https://drive.google.com/open?id=1qy4ct ... L2lf0e2H0Q log file
https://drive.google.com/open?id=1iUFta ... D_RdYh1e5r save file

The robots behave strangely and don't go repair/replace things in a timely manner.

Merged...
by Krusnik
Wed Mar 06, 2019 12:05 am
Forum: Resolved Problems and Bugs
Topic: [0.17.3]Robots leaving vehicles when moving fast
Replies: 6
Views: 4319

Re: [0.17.3]Robots leaving vehicles when moving fast

Rseding91 wrote: ↑Tue Mar 05, 2019 9:43 pm Thanks for the save. I was able to reproduce it and it's now fixed for the next version of 0.17.
Glad to hear!
by Krusnik
Tue Mar 05, 2019 8:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.3]Robots leaving vehicles when moving fast
Replies: 6
Views: 4319

Re: [0.17.3]Robots leaving vehicles when moving fast

Blacky007 wrote: ↑Sat Mar 02, 2019 9:54 pm please try to check if missing BP-Trainfuel has this bug.
Not sure what that means. Is that directed at me or the devs?

Go to advanced search