Search found 19 matches

by fi5hii
Wed Dec 18, 2024 12:25 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.26] a lot of cargo bays lag the game
Replies: 5
Views: 6207

Re: [2.0.26] a lot of cargo bays lag the game

Makes sense yeah, it's not something that anyone would really encounter, thank you for your time and looking into it!
by fi5hii
Wed Dec 18, 2024 11:32 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.26] a lot of cargo bays lag the game
Replies: 5
Views: 6207

[Genhis][2.0.26] a lot of cargo bays lag the game

I was just messing around in my editor world when trying to build an efficient end-game ship and just spammed a lot of cargo bays (1172 to be exact) and when I opened that monstrosity the game's FPS dropped to around 20. UPS quickly springs back up to 60 but the FPS does not. I'm wondering if this ...
by fi5hii
Thu Dec 12, 2024 12:03 pm
Forum: Not a bug
Topic: [2.0.24] FPS drops in remote view
Replies: 6
Views: 396

Re: [2.0.24] FPS drops in remote view

oh okay, yeah that makes sense if it's rendering both at once, thank you for the explanation.
by fi5hii
Tue Dec 10, 2024 7:44 pm
Forum: Not a bug
Topic: [2.0.24] FPS drops in remote view
Replies: 6
Views: 396

[2.0.24] FPS drops in remote view

I noticed when I was in my fulgora base that has over 20k bots I have usually around 55-60 fps and ups but when I'm in the same spot and same zoom on map view the fps drops significantly going to as low as 35 and ups to as low as 45

save file here

Normal View
normal view.png

Map View
map view ...
by fi5hii
Fri Nov 15, 2024 12:20 pm
Forum: Won't fix.
Topic: [2.0.18] Rolling stock overlapping on tight track placement (top/over/collide/train)
Replies: 1
Views: 386

[2.0.18] Rolling stock overlapping on tight track placement (top/over/collide/train)

When I made this diagonal train stacker with the trains as close to each other I came across this rendering bug where the locomotives/wagons are rendered above each other instead of behind since from the angle of the camera the trains positioned higher should be rendered behind the trains positioned ...
by fi5hii
Fri Nov 08, 2024 12:11 pm
Forum: Not a bug
Topic: [2.0.13] spoilage not visible on gleba map view
Replies: 2
Views: 323

Re: [2.0.13] spoilage not visible on gleba map view

oh okay, thank you very much for your time!
by fi5hii
Sat Nov 02, 2024 2:31 pm
Forum: Not a bug
Topic: [2.0.13] spoilage not visible on gleba map view
Replies: 2
Views: 323

[2.0.13] spoilage not visible on gleba map view

I opened the map to gleba since something got destroyed and I was surprised that the jellynuts didn't show any spoilage, but when hovering over the belt, the little spoilage shows.
I don't know exactly how or why it happened, but I clicked on the alert that something got broken and the spoilage was ...
by fi5hii
Fri Nov 01, 2024 6:40 pm
Forum: Assigned
Topic: [Lou][2.0.13] Bots place offshore pump on ghost landfill
Replies: 0
Views: 206

[Lou][2.0.13] Bots place offshore pump on ghost landfill

what happens is when placing a ghost of an offshore pump in the middle of the water, my bots immediately placed the pump even tho the landfill of where the pump was only a ghost and it was named a water well pump until the landfill was placed.

expected behavior was to wait until landfill is not a ...
by fi5hii
Fri Nov 01, 2024 5:27 pm
Forum: Ideas and Suggestions
Topic: More stuff with space platform pins
Replies: 0
Views: 849

More stuff with space platform pins

TL;DR
have space ships appear on preview of the pins or add "location wildcard" and pin offsetting.

What?
there's a couple things I would love added/changed about pinning the space platforms
would be really nice to have a preview of the ship when you hover over the pin of it, if you pin the ...
by fi5hii
Fri Nov 01, 2024 1:58 am
Forum: Resolved Problems and Bugs
Topic: [2.0.13] Player pin preview shows wrong
Replies: 2
Views: 929

Re: [2.0.13] Player pin preview shows wrong

that was insanely fast! thank you so much for all your effort <3
by fi5hii
Thu Oct 31, 2024 10:55 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.13] Player pin preview shows wrong
Replies: 2
Views: 929

[2.0.13] Player pin preview shows wrong

- The pinned preview always used to show my friend when I hovered over the pin as a quick view function but instead it now shows me. clip here
- it worked like a charm before, I noticed it after updating to 2.0.13 and I don't think I did anything I just noticed now after updating
- same thing ...
by fi5hii
Sat Oct 26, 2024 3:02 am
Forum: Ideas and Suggestions
Topic: Roboport Ghosts should show coverage area
Replies: 9
Views: 956

Re: Roboport Ghosts should show coverage area

I agree we definitely need this please
by fi5hii
Fri Oct 25, 2024 3:04 pm
Forum: Ideas and Suggestions
Topic: priority inserting modules into machines
Replies: 3
Views: 409

priority inserting modules into machines

TL;DR
Change the priority of the modules that are inserted into machines when shift clicking

What ?
Right now when I have 3 of the uncommon quality 2 modules in the EM plant which give a 2.6% quality bonus and I want to fill out the remaining open slots with normal quality 3 modules which give ...
by fi5hii
Fri Oct 25, 2024 1:40 pm
Forum: Ideas and Suggestions
Topic: Rocket Loading Error Message
Replies: 0
Views: 147

Rocket Loading Error Message

TL;DR
Error alert when shift clicking items into rocket while it's on automatic request.


What ?
Would love an error message popping up that you can't load the rocket while it's on automatic request mode if you shift click the item in, the error now shows if you want to transfer them with a ...
by fi5hii
Fri Oct 25, 2024 4:26 am
Forum: Ideas and Suggestions
Topic: Placed trees to be Blueprintable
Replies: 12
Views: 1353

Placed trees to be Blueprintable

TL;DR
Ability to blueprint the trees that were manually placed


What ?
It would be really nice to be able to have a toggle for trees in the blueprint like there is one for the tiles so you could make blueprints with trees that were placed manually since we do have the ability to now place them ...
by fi5hii
Thu Oct 24, 2024 2:03 pm
Forum: Ideas and Suggestions
Topic: Circuit trim on underground belts
Replies: 2
Views: 415

Re: Circuit trim on underground belts

I had something like this in mind, I think the same railing on the side of the underground would look the best

Image
by fi5hii
Thu Oct 24, 2024 1:36 pm
Forum: Ideas and Suggestions
Topic: Circuit trim on underground belts
Replies: 2
Views: 415

Circuit trim on underground belts

TL;DR
A yellow indicator on the underground belts when connected to circuits.


What ?
Would love to have the some yellow metal border like painted sides of the underground connector or same yellow indicator like there is on the side of the belt when you select to read the whole belt maybe just ...
by fi5hii
Mon Oct 21, 2024 1:34 pm
Forum: Ideas and Suggestions
Topic: flipping keybinds
Replies: 1
Views: 253

flipping keybinds

TL;DR
a way to toggle flipping for already placed entities

What ?
I would love it if the flipping keybinds either had a toggle to flip the entities that are already placed or have an option to set separate keybinds like shift+F to flip already placed entities


Why ?

the reason is I went ...

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