Search found 15 matches
- Tue Jun 23, 2026 7:28 pm
- Forum: Not a bug
- Topic: [2.1.7] Oil refineries having one output instead of three?
- Replies: 6
- Views: 515
Re: [2.1.7] Oil refineries having one output instead of three?
Now they could make it so one input is for sulfuric acid, like in original oil processing
- Tue Jun 23, 2026 2:52 pm
- Forum: Not a bug
- Topic: [2.1.7] Fast replacing inserters resets lane prefrence
- Replies: 3
- Views: 448
Re: [2.1.7] Fast replacing inserters resets lane prefrence
I'm manually placing the inserter over the existing one, I can change its lane preference, but originally when placing a new inserter, it suggests a default configuration. I think it would be good for them to copy it over to the new entity
- Tue Jun 23, 2026 2:43 pm
- Forum: Not a bug
- Topic: [2.1.7] Fast replacing inserters resets lane prefrence
- Replies: 3
- Views: 448
[2.1.7] Fast replacing inserters resets lane prefrence
Original setup
But when it's fast replaced manually, this happens The upgrade planner works as intended, keeping the original lane preference
But when it's fast replaced manually, this happens The upgrade planner works as intended, keeping the original lane preference
- Sat Jun 06, 2026 9:13 am
- Forum: Balancing
- Topic: Radars could be a prerequisite for other technologies
- Replies: 2
- Views: 987
Radars could be a prerequisite for other technologies
With the additions of radar coverage for some buildings (roboports and cargo landing pads), radars could be a prerequisite for those technologies or even be part of their recipe
- Sat Jun 06, 2026 9:09 am
- Forum: Balancing
- Topic: [2.0.77] Uranium mining is missing an electric mining drill prerequisite
- Replies: 0
- Views: 667
[2.0.77] Uranium mining is missing an electric mining drill prerequisite
You need electric miners to mine uranium, but uranium mining doesn't require electric mining drills.
- Wed Jun 03, 2026 4:48 pm
- Forum: Balancing
- Topic: [2.0.77] Cliff explosives have military science as a dependency instead of military 2
- Replies: 0
- Views: 679
[2.0.77] Cliff explosives have military science as a dependency instead of military 2
Cliff explosives research doesn't take military science, but you need grenades from military 2 to craft them, so it could be simplified to just needing military 2
- Tue May 12, 2026 9:53 pm
- Forum: Ideas and Suggestions
- Topic: Additional lithium graphics
- Replies: 0
- Views: 273
Additional lithium graphics
Other raw resources such as raw ores, seeds, fruits, and spoilage have 4 versions, but lithium is the exception from this
- Fri Feb 20, 2026 1:53 pm
- Forum: Not a bug
- Topic: recipes that output multiple rocket parts only increment rocket parts counter by 1
- Replies: 3
- Views: 1038
Re: recipes that output multiple rocket parts only increment rocket parts counter by 1
Thanks for the report. That's working as intended - the rocket silo doesn't actually care what the recipe produces - it can produce nothing and it will still increment the parts counter by 1.
The rocket silo tooltip counts "Rocket parts: 0/50" and not "Products finished:" (which is for launched ...
- Fri Feb 20, 2026 1:43 pm
- Forum: Duplicates
- Topic: [2.0.75] Recipes with multiple rocket parts as reasult count as 1 rocket part
- Replies: 1
- Views: 502
[2.0.75] Recipes with multiple rocket parts as reasult count as 1 rocket part
Writing my own mod, I stumbled upon this
Instead of increasing progress by 10% (5/50), it resulted in an increase of 2% (1/50), which means that rocket counts recipes that were completed and not rocket parts crafted.
- Thu Jul 24, 2025 11:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it
- Replies: 8
- Views: 3538
[Klonan] [2.0.60] Hot water in boiler increase water consumption rather than decreasing it
So from my understanding, the water consumption in a boiler is dependent on the water temperature. If the boiler fuel consumption is a limiting factor for water conversion, should hot water (with more energy) take less time to heat up, therefore making steam faster, or take less water and use the ...
- Wed May 14, 2025 9:49 am
- Forum: Not a bug
- Topic: [2.0.49] Some recipe-categories are broken
- Replies: 2
- Views: 924
Re: [2.0.49] Some recipe-categories are broken
"metallurgy-or-assembling" is, from what I see, only used in crafting [foundry], which could be just simplified to "crafting-with-fluid-or-metallurgy", but that would make metallurgy-or-assembling redundant and could free up the spot for a new category with machine-1 as a valid target (it would be ...
- Wed May 14, 2025 9:08 am
- Forum: Not a bug
- Topic: [2.0.49] Some recipe-categories are broken
- Replies: 2
- Views: 924
[2.0.49] Some recipe-categories are broken
From my own testing when making a mod I came across some weird things with recipe-category, then I checked every category and what is a valid target for it, from my findings:
- "advanced-crafting" and "basic-crafting" are the same
- "crafting-with-fluid-or-metallurgy" and "metallurgy-or-assembling ...
- "advanced-crafting" and "basic-crafting" are the same
- "crafting-with-fluid-or-metallurgy" and "metallurgy-or-assembling ...
- Fri Mar 14, 2025 11:12 am
- Forum: Duplicates
- Topic: [2.0.41] Locomotive can pickup invalid items to the spoilage slot
- Replies: 1
- Views: 430
[2.0.41] Locomotive can pickup invalid items to the spoilage slot
Setup:
When inserter is left holding cargo after loading it stays swinged on rails
Locomotive stops at the inserter location
Iron is now placed in the spoilage slot
It also happens when trains are set as automatic
It also happens when trains are set as automatic
- Fri Feb 21, 2025 12:27 am
- Forum: Ideas and Suggestions
- Topic: Electromagnetic Plant flat icon
- Replies: 1
- Views: 597
Electromagnetic Plant flat icon
All the other machines have icon made at an angle, this is exception to EM Plant, its flat view from front. A while back there was change to transport belt graphics to make them less flat so i think to be consistent EM Plants should get their perspective too.
- Fri Nov 08, 2024 9:22 am
- Forum: Duplicates
- Topic: [2.0.15] Can't copy virtual signals of path items with quality
- Replies: 1
- Views: 657
[2.0.15] Can't copy virtual signals of path items with quality
Every time you copy virtual signal you also copy its value and quality, but when using Q on Bricks, Concrete and so on its always deafults normal quality, it does make sense for paving factory but for circuit network its tiring
11-08-2024, 10-18-19.png
Trying to copy all legendary quality ...
11-08-2024, 10-18-19.png
Trying to copy all legendary quality ...