Search found 7 matches

by ArEyeses
Mon Sep 01, 2025 7:35 pm
Forum: Bug Reports
Topic: [2.0.65] Undo of landfill deconstruction does not restore ghosts on it
Replies: 0
Views: 101

[2.0.65] Undo of landfill deconstruction does not restore ghosts on it

When undoing the deconstruction of a support tile e.g. landfill or foundation that has ghosts placed on it, the ghosts are not restored

Steps to replicate:
- place a (not ghost) landfill
- place a (ghost) entity on the landfill
- deconstruct the landfill by hand
- press undo
Observed:
- undo ...
by ArEyeses
Fri Mar 14, 2025 11:23 pm
Forum: Not a bug
Topic: [2.0.41] Item request for construction robot not being constructed by personal roboport
Replies: 1
Views: 305

[2.0.41] Item request for construction robot not being constructed by personal roboport

I put an item request for a construction robot into a roboport and attempted to construct the item request with a spidertron.
When this didn't work I also tested regular chests and the player character's personal roboports, which all have this issue.
(Note the roboport was in an outpost network so ...
by ArEyeses
Tue Nov 12, 2024 1:07 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products
Replies: 13
Views: 8861

Re: [2.0.14] Speed module quality malus does not apply to in-progress products

To me it feels weird that adding efficiency modules would also reset the quality, since they don't change the quality chance. Same with upgrading to better quality modules since that wouldn't be exploitable.
(Although it makes sense for changing speed modules, which do decrease quality, to reset the ...
by ArEyeses
Fri Nov 08, 2024 4:26 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.10] Undoing fast replacement disconnects circuit wires (removes/deletes/undo) (MR)
Replies: 3
Views: 1879

[2.0.15] Undoing fast replacement disconnects wires

I'm noticing this as well in 2.0.15 on inserter quality changes (and presumably all the previously mentioned things as well)
and since this post already exists I'll just add a comment to it.
A few things I noticed:
- the inserter is marked for deconstruction along with a new inserter ghost; the ...
by ArEyeses
Fri Nov 01, 2024 4:45 pm
Forum: Ideas and Suggestions
Topic: Show Fulgora Lightning Rod coverage in map view
Replies: 15
Views: 3401

Re: Show Fulgora Lightning Rod coverage in map view

+1 as well
But Imo it should be separate from pollution so that I can have pollution disabled while still showing lightning, or demolishers; and instead options irrelevant to the current planet are hidden.
That way when we get mods that add demolishers, lightning and pollution on a single planet we ...
by ArEyeses
Fri Sep 27, 2024 3:11 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 87869

Re: Friday Facts #430 - Drowning in Fluids

Does this mean my walls with flamethowers now need pumps every 250 tiles (~20 flamethowers) otherwise the very small less than 1/s of oil they use won't be able to get through?
This means flamethower turrets now need power which is something they previously didn't
by ArEyeses
Fri Mar 08, 2024 4:31 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 45795

Re: Friday Facts #401 - New terrain, new planet

Forest trails would be the result of animal movement
This makes me think biters should mostly follow these paths when pathfinding
I think there's already a system where they follow previous biter trails (to save performance when pathfinding) so maybe these forest trails could be an extension of ...

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