I've added a call to reset the LED state when the game detects a window-maximized/entered/restored event to see if it helps with this at all. I'm still unable to reproduce this issue on my end but maybe this will make it work for others? It will be in 2.0.52.
I could not find an entry in changelogs of 2.0.34 - 2.0.32, so I assume it is not intended: (although I assume it was done to limit cheesing spaceship logistics - problem is that it is a pain in the a** in other places now...)
I made a elevated version of HansJoachim's 4 way intersection "simple": https://factoriobin.com/post/buqn83
I have no idea how these things work but they look exactly the same signal block wise so I would assume the numbers are the same (even though I have not tested it)
Unfortunately I've accidentaly overwritten the savefile
Its the same game I've played in my other bug report with the save file but the there save is a few hours later.
(viewtopic.php?f=7&t=124935)
What I'm curious about: I'm using the map-key for enabling the LEDs after alt-tab'ing into the game again. And this works as long as I'm on a planet. But when I'm just changing surfaces via the left sidebar in remote view, the LEDs don't come back to life. Also the LEDs don't come back when I'm ...
click on rocket silo -> click travel to space platform -> choose platform
What happened?
rocket launched with character to space platform, the animation got somewhat scrambled and I arrived mid flight halfway on the way to Gleba Screenshot 2024-12-22 144134.png
I'm not sure. I travelled from Vulcanus to Gleba in a "emergency" so I cannot pinpoint the exact moment. During the space platform travel I was controlled the spidertron in remotely via "use vehicle" (not via the remote) and also while I was automatically ejected from the space ...
I wanted to get a grasp on how quality works so I went into editor extensions lab (hopefully that doesn't invalidate the bug report, I don't have quality in my vanilla playthrough yet). When I enter four quality3 modules into foundry and biolab and electromagnetic plant it reports +10% quality but ...
Is it usual to have a delay until it hits steam? Still no update available there.
This version is still experimental, you can switch to it in the Steam Betas menu . If it looks good we will probably release it as stable to everybody tomorrow.
Reading Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel taught me another option for the behaviour OP observed.
When changing a recipe via Set recipe +circuit network, all the previous ingredients and products have to be taken out before the new recipe takes hold. So ...
Interesting! I have a biolab which I want to toggle between iron and copper bacteria cultivation and which was already set on copper bacteria cultivation, so the only change was to connect the constant combinator and check 'set recipe' which rendered the biolab without recipe.
I connect a constant combinator with a green cable to a biolab, set the constant combinator to "copper bacteria cultivation" with the value 1 and set the biolab to "set recipe". The icon of copper bacteria cultivation with the value of 1 is visible in the mouse over of the biolabs circuit network ...