Search found 532 matches
- Sat Apr 10, 2021 10:58 am
- Forum: Implemented Suggestions
- Topic: Carry over custom inserter pickup/drop when upgrading/fast replacing
- Replies: 15
- Views: 4386
Re: Carry over custom inserter pickup/drop when upgrading/fast replacing
You might want to start looking at the dates on these threads before replying.
- Sat Jan 23, 2021 5:30 am
- Forum: Duplicates
- Topic: [1.1.13] Shift-click with ghost does not mark trees/rocks for deconstructions
- Replies: 2
- Views: 1392
Re: [1.1.13] Shift-click with ghost does not mark trees/rocks for deconstructions
Gah, completely forgot to check the fixed subfolder
- Sat Jan 23, 2021 5:26 am
- Forum: Duplicates
- Topic: [1.1.13] Shift-click with ghost does not mark trees/rocks for deconstructions
- Replies: 2
- Views: 1392
[1.1.13] Shift-click with ghost does not mark trees/rocks for deconstructions
In the latest version trees and rocks are marked for removal when pasting or placing blueprints, but not when placing individual entity ghosts
- Sat Dec 26, 2020 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Allow recipes to be chosen as blueprint icons and map tags
- Replies: 14
- Views: 4990
Re: Allow recipes to be chosen as blueprint icons.
This is a good idea. The current design is a bad one - map and blueprint icons are not signals, they are icons, and as such should be allowed to select the full range of icons.
- Sat Dec 26, 2020 9:11 am
- Forum: Not a bug
- Topic: [1.1.6] Map tag icon picker does not include recipes
- Replies: 6
- Views: 2184
Re: [1.1.6] Map tag icon picker does not include recipes
Maybe it's time to rethink that, then.
- Sat Dec 26, 2020 9:02 am
- Forum: Not a bug
- Topic: [1.1.6] Map tag icon picker does not include recipes
- Replies: 6
- Views: 2184
Re: [1.1.6] Map tag icon picker does not include recipes
I'm aware there are two pickers, it just seems like maybe the map tag dialogue is using the wrong one for the icon
- Sat Dec 26, 2020 12:54 am
- Forum: Not a bug
- Topic: [1.1.6] Map tag icon picker does not include recipes
- Replies: 6
- Views: 2184
[1.1.6] Map tag icon picker does not include recipes
When adding a new tag, the icon picker uses the signal picker, meaning that recipes are not available for selection: https://i.imgur.com/LObwgf6.png Compare that to the icon picker used for the tag label: https://i.imgur.com/HbExNy1.png Is this an oversight or a deliberate choice? Being able to use ...
- Sat Dec 19, 2020 3:29 am
- Forum: Mods
- Topic: [0.17] Even Distribution
- Replies: 52
- Views: 49328
Re: [0.17] Even Distribution
I've found a bug that results in the loss of items in "Balance out inventories" mode Load the attached save game, and then immediately hold control and drag the held stack over the turrets, starting with the turret at top left (the only one with ammo). To show the bug, you need to do this ...
- Wed Dec 09, 2020 12:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.3] Wrong max consumption shown in tooltip for modded boiler with minimum_temperature
- Replies: 2
- Views: 2644
Re: [Twinsen][1.1.3] Wrong max consumption shown in tooltip for modded boiler with minimum_temperature
Ah, yes, sorry for not wording that clearly. I was referring to the fluid consumption/output and not the burnable fuel.
Thank you for fixing it.
Thank you for fixing it.
- Thu Dec 03, 2020 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.3] Wrong max consumption shown in tooltip for modded boiler with minimum_temperature
- Replies: 2
- Views: 2644
[Twinsen][1.1.3] Wrong max consumption shown in tooltip for modded boiler with minimum_temperature
The attached (very unfinished) mod adds a boiler that takes 165°C steam as input and heats it to 465°C Its energy source is a 3.6MW burner with 200% efficiency, so it consumes as much fuel as a normal boiler to raise the steam temperature by twice as much. When testing in-game it produces 465°C stea...
- Sun Nov 01, 2020 11:59 am
- Forum: Won't implement
- Topic: [1.0.0] Recipe properties don't propagate to normal and expensive
- Replies: 2
- Views: 1590
[1.0.0] Recipe properties don't propagate to normal and expensive
If you set a property on a recipe which has normal and expensive modes, that property does not apply to those modes. For example, the following has no effect in-game except to show that the recipe has been modded: data.raw.recipe["burner-mining-drill"].hidden = true To actually hide the re...
- Thu Sep 03, 2020 12:29 pm
- Forum: Not a bug
- Topic: [1.0] [minor] Mining drill working light wrong colour
- Replies: 1
- Views: 1027
[1.0] [minor] Mining drill working light wrong colour
The mining drill status light glows white when the mine is working, with a larger radius than the other status lights. In-game picture at night: https://i.imgur.com/FZVC9MT.png According to the light settings in demo-mining-drill.lua the working light should be green: function electric_mining_drill_...
- Sun Aug 30, 2020 4:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] - Nuke crater not in centre of blasted ground
- Replies: 1
- Views: 1165
[Rseding91] [1.0.0] - Nuke crater not in centre of blasted ground
This is a minor aesthetic concern, not a major bug. The crater left after a nuke blast consistently looks like it's too far south compared to the blackened ground around it. The centre of the crater floor is located at the nuke impact point but the crater has a visual illusion of depth, so the sprit...
- Sat Mar 07, 2020 1:14 pm
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 23265
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
There's no reason to increase the wire reach just because the chunk size is 32. It has no gameplay advantage of disadvantage to be 32 vs 30. If nobody ever told you chunk size was 32x32 then you wouldn't even know it was a thing. Just ignore the fact chunks exist and build as you want. It doesn't c...
- Fri Mar 06, 2020 11:49 pm
- Forum: Ideas and Suggestions
- Topic: Equalize Axes of Production/Consumption Graph
- Replies: 14
- Views: 2349
Button to graphs to same scale on production GUI
I don't know about anyone else but I'l find it much more intuitive on item production/consumption graphs if both sides had the same vertical scale, so I could more easily visually compare the two. Some kind of button between the graph panes to toggle displaying both of them at the same scale would b...
- Fri Mar 06, 2020 11:40 pm
- Forum: Ideas and Suggestions
- Topic: Doodads and plants over concrete floors :(
- Replies: 16
- Views: 5063
Re: Doodads and plants over concrete floors :(
On a related note, anyone else not like the (new) uneven texture for concrete? (The old one looks smoother.) The current bumpy concrete texture should really be used for brick flooring. Not to mention concrete flooring in real life is just smooth. Just google "concrete flooring" if you do...
- Sat Feb 29, 2020 7:37 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.9] Refineries do not support backer names despite prototype
- Replies: 2
- Views: 2515
[Rseding] [0.18.9] Refineries do not support backer names despite prototype
Oil refineries don't show backer names, and supports_backer_name() returns false when run against them in-game. However, the prototype for oil-refinery shows has_backer_name set to true As per the prototype documentation, has_backer_name is a supported property of type assembling-machine, so either ...
- Sun Feb 09, 2020 1:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"
- Replies: 3
- Views: 3346
Re: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's fil
Here's a better demonstration map: Fluid Crash Demo.zip Here's a modified version of MMOTO that successfully loads without crashing: MMOTO_1.0.1.zip The refinery is using the recipe advanced-oil-processing-mmoto-both The chemical plant is using heavy-oil-cracking-mmoto-in The zip of MMOTO 1.0.1 abov...
- Sat Feb 08, 2020 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"
- Replies: 3
- Views: 3346
[0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"
I have a mod, MMOTO , which adds mirrored versions of oil processing and chemistry recipes. MMOTO modifies the base game oil and chemistry recipes, by finding all recipes with 2 or more fluid inputs, and explicitly setting the fluidbox_index on each input. It does the same with outputs. It then crea...
- Fri Nov 08, 2019 11:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.76] Bots sometimes leave tiles on the ground
- Replies: 1
- Views: 1390
[Rseding91] [0.17.76] Bots sometimes leave tiles on the ground
Bots with a capacity greater than one will now place more than one tile per trip. If they are replacing more than one type of tile on that one trip, they will only be able to carry back the first tile type they pick up. To replicate, place a 2x2 checker-board pattern of stone and concrete, then shif...