Search found 11 matches

by Henir
Tue Jul 15, 2025 3:50 pm
Forum: Ideas and Suggestions
Topic: Train Schedule parameterization
Replies: 0
Views: 118

Train Schedule parameterization

TL;DR
making the train parameterization work like the decider combinator in therms of parameters

What?
when parameters are set to be ingredients of another parameter but the recipe does not actually have enough ingredients to fill all the parameter slots, decider combinators seem to ...
by Henir
Sun Jun 01, 2025 12:12 am
Forum: Implemented mod requests
Topic: Loaders create full belt stacks
Replies: 4
Views: 716

Re: Loaders create full belt stacks

+1
for both the loaders and the assembler implementation
by Henir
Sat Mar 22, 2025 3:16 pm
Forum: Outdated/Not implemented
Topic: Auto rotation for blueprinted inserters
Replies: 1
Views: 400

Auto rotation for blueprinted inserters

Assemblers, chem plants, refineries, etc
all of these are rotated according to what the blueprint says
it would be helpful to have this for inserters too, so we dont have to press :
Q - LMB - Q
for every inserter
by Henir
Sat Mar 22, 2025 1:13 pm
Forum: Ideas and Suggestions
Topic: power pole autoplacement
Replies: 0
Views: 126

power pole autoplacement

when in editor mode theres the option "toggle global electric network"
with it enabled power pole autoplacement doesnt care about covering all machines anymore
i would like that to change, so they behave as if the machines didnt have power

i know i can just disable the global network, but it would ...
by Henir
Sun Dec 29, 2024 11:53 am
Forum: Resolved Problems and Bugs
Topic: [2.0.28] Guns continue shooting after switching to map mode
Replies: 1
Views: 1341

[2.0.28] Guns continue shooting after switching to map mode

while shooting a gun at anything and switching to map mode via tab, the gun continues to shoot indefinetly until leaving map mode
works with all guns in SA (have only tried it with SA)

i would expect them to stop shooting when map mode is open, as there is no more character input to shoot

video ...
by Henir
Mon Nov 18, 2024 12:23 pm
Forum: Gameplay Help
Topic: Biochamber fuel usage
Replies: 10
Views: 1445

Re: Biochamber fuel usage

So the problem seems to be furnaces not being labeled correctly among a few other things
by Henir
Sun Nov 17, 2024 5:12 pm
Forum: Gameplay Help
Topic: Biochamber fuel usage
Replies: 10
Views: 1445

Re: Biochamber fuel usage

Its about the principle of higher crafting speeds being more efficient than whats shown as their energy consumption, hence the comparison to the furnaces

Or are the furnaces the problem here?
Should the steel furnace's tooltip show 45kw instead of 90kw ?
Is it a bug ?
by Henir
Sun Nov 17, 2024 2:33 pm
Forum: Gameplay Help
Topic: Biochamber fuel usage
Replies: 10
Views: 1445

Biochamber fuel usage

comparing a steel furnace and a stone furnace, they both have 90kw power usage, but steel is more efficient than stone
why does the same not apply to biochambers
by Henir
Sat Oct 26, 2024 3:53 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias] [2.0.11] Train built from blueprint has settings reset (MR)
Replies: 1
Views: 2412

[Tobias] [2.0.11] Train built from blueprint has settings reset (MR)

When im filling a train blueprint (1-4 in my case) the trains settings reset (schedule, interrupts, etc)
this happens when the train is placed first and then placing the last 3 wagons, leaving 1 wagon away
when the last wagon is placed (1st wagon from trains view) the train resets

10-26-2024, 17 ...

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