Search found 70 matches
- Mon Jun 23, 2025 11:16 pm
- Forum: Bug Reports
- Topic: [2.0.58] Cannot super force build rail signal over some belt location
- Replies: 1
- Views: 250
Re: [2.0.58] Cannot super force build rail signal over some belt location
This sounds similar to viewtopic.php?p=673588
- Fri Jun 20, 2025 6:34 am
- Forum: Not a bug
- Topic: [2.0.55] Infinity storage chest only removes items when filter is deleted
- Replies: 2
- Views: 247
Re: [2.0.55] Infinity storage chest only removes items when filter is deleted
Makes sense! I was thinking of it like "trash unrequested", but that's a different setting.
- Thu Jun 19, 2025 12:28 am
- Forum: Not a bug
- Topic: [2.0.55] Infinity storage chest only removes items when filter is deleted
- Replies: 2
- Views: 247
[2.0.55] Infinity storage chest only removes items when filter is deleted
This might be a feature request or a nitpick, but it seemed like weird behaviour to me.
What did you do?
If you can reproduce the issue, provide the exact steps!
I set an infinity storage chest to "Remove unfiltered items", set its infinity filter to 500 roboports, then set it to 10 roboports ...
What did you do?
If you can reproduce the issue, provide the exact steps!
I set an infinity storage chest to "Remove unfiltered items", set its infinity filter to 500 roboports, then set it to 10 roboports ...
- Mon Jun 02, 2025 1:04 am
- Forum: Bug Reports
- Topic: [2.0.43] Rail signals cannot be super force placed on oil ocean
- Replies: 10
- Views: 1706
Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
Sounds like a surprising behaviour, and poor UX. Something worth fixing?Gweneph wrote: Sat May 24, 2025 3:55 am The "bug" is that while checking to see if the entity can be built it doesn't check with non-default build modes. It could check instead using the build mode implied by the currently held modifier keys.
- Sat May 31, 2025 12:45 am
- Forum: Pending
- Topic: [2.0.41] Biter stuck near roboport, possibly due to large build
- Replies: 4
- Views: 765
Re: [2.0.41] Biter stuck near roboport, possibly due to large build
I don't know, sorry! It's been ages since I did it, and I didn't actually see the biter stop moving myself.
My workaround was to add a laser turret to each roboport, then biters just get killed while expanding my base.
My workaround was to add a laser turret to each roboport, then biters just get killed while expanding my base.
- Sat May 31, 2025 12:43 am
- Forum: Not a bug
- Topic: [2.0.47] Artillery Turret Doesn't Display Range Overlay When In Cursor (As Ghost Or Actual Item)
- Replies: 4
- Views: 752
Re: [2.0.47] Artillery Turret Doesn't Display Range Overlay When In Cursor (As Ghost Or Actual Item)
This should have been fixed in 2.0.48:
viewtopic.php?p=670569#p670569
Except maybe for ghost turrets that have already been placed:
viewtopic.php?p=671854&hilit=turret+range#p671854
viewtopic.php?p=670569#p670569
Except maybe for ghost turrets that have already been placed:
viewtopic.php?p=671854&hilit=turret+range#p671854
- Tue May 27, 2025 1:19 am
- Forum: Not a bug
- Topic: [2.0.52] output full - ingredient shortage
- Replies: 4
- Views: 648
Re: [2.0.52] output full - ingredient shortage
So, to be clear, the solution is to have enough fast inserters to remove all the products?
(Does adding more/faster ingredient inserters also help?)
(Does adding more/faster ingredient inserters also help?)
- Mon May 26, 2025 3:00 am
- Forum: Not a bug
- Topic: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.
- Replies: 4
- Views: 704
Re: [2.0.52] Decider combinator conditions are deleted when they contain an empty parameter.
As a workaround, you could put the parameter on the right?kovarex wrote: Sat Mar 29, 2025 2:39 pm I hope I don't break something by this change, but for the next version, decider combinator conditions which would be evaluated to empty signal on the left side of the comparison are just deleted isntead of kept empty.
- Tue May 13, 2025 9:44 am
- Forum: Ideas and Suggestions
- Topic: Also show turret range for 'ghost' turrets
- Replies: 1
- Views: 313
Re: Also show turret range for 'ghost' turrets
Sounds like a feature request, but also, +1, this is kind of the point of having turret ghosts
- Fri May 02, 2025 11:26 pm
- Forum: Not a bug
- Topic: [2.0.47] Pasting space platform hub cancels enabled requests
- Replies: 8
- Views: 647
Re: [2.0.47] Pasting space platform hub cancels enabled requests
That doesn't change much except I looked at the wrong logic (copy-paste onto itself already does nothing). Building a blueprint over top of an entity will always do the paste logic because the two are never the same entity - one is in a blueprint - and one is in the world - even if the blueprint ...
- Wed Apr 30, 2025 5:15 am
- Forum: Not a bug
- Topic: [2.0.47] Pasting space platform hub cancels enabled requests
- Replies: 8
- Views: 647
Re: [2.0.47] Pasting space platform hub cancels enabled requests
What's the desired outcome with pasting an entity onto itself? Theoretically - do nothing? "it already has the exact settings of the source entity"?
There are two typical use cases here:
- pasting a platform over an empty hub: the goal building the platform. So building ghosts should be ...
There are two typical use cases here:
- pasting a platform over an empty hub: the goal building the platform. So building ghosts should be ...
- Fri Apr 25, 2025 6:15 am
- Forum: Assigned
- Topic: [Tobias] [2.0.31] Display panel settings don't update immediately, like all other combinator/display items
- Replies: 1
- Views: 538
- Fri Apr 25, 2025 6:14 am
- Forum: Assigned
- Topic: [kovarex] [2.0.45] Parameters in display panel messages do not work when connected to a circuit network
- Replies: 2
- Views: 576
- Wed Apr 23, 2025 11:26 am
- Forum: Duplicates
- Topic: [2.0.45] Large numbers of fish holding still in a horizontal line
- Replies: 6
- Views: 642
Re: [2.0.45] Large numbers of fish holding still in a horizontal line
If it helps, I'm sometimes running the game with my player in it, and sometimes in a server with no players (because the GUI freezes when I switch users on macOS).
- Wed Apr 23, 2025 11:26 am
- Forum: Pending
- Topic: [2.0.41] Biter stuck near roboport, possibly due to large build
- Replies: 4
- Views: 765
Re: [2.0.41] Biter stuck near roboport, possibly due to large build
Possibly?
I think the first save is the original one in the bug report, and the second is from 3 days before:
https://www.sendspace.com/file/1049cq
https://www.sendspace.com/file/71zqur
If it helps, I'm sometimes running the game with my player in it, and sometimes in a server with no players ...
I think the first save is the original one in the bug report, and the second is from 3 days before:
https://www.sendspace.com/file/1049cq
https://www.sendspace.com/file/71zqur
If it helps, I'm sometimes running the game with my player in it, and sometimes in a server with no players ...
- Mon Apr 21, 2025 8:45 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Crash when moving railgun across platform: MetalUnlocker.hpp - getCommandBuffer
- Replies: 3
- Views: 562
Re: [2.0.45] Crash when moving railgun across platform: MetalUnlocker.hpp - getCommandBuffer
Thanks, and good to know!
I suspected it wasn't related to the action, I've done a lot of railgun moving (and other changes on planet) since activating the Metal backend.
I suspected it wasn't related to the action, I've done a lot of railgun moving (and other changes on planet) since activating the Metal backend.
- Sat Apr 19, 2025 3:24 pm
- Forum: Duplicates
- Topic: [2.0.45] Large numbers of fish holding still in a horizontal line
- Replies: 6
- Views: 642
Re: [2.0.45] Large numbers of fish holding still in a horizontal line
They aren't moving when I am viewing them remotely.
- Sat Apr 19, 2025 1:50 am
- Forum: Duplicates
- Topic: [2.0.45] Large numbers of fish holding still in a horizontal line
- Replies: 6
- Views: 642
Re: [2.0.45] Large numbers of fish holding still in a horizontal line
Possibly, but this is all happening in remote view. I have never had an actual player near that area, they left the planet when my base was much much smaller.
And they should start moving again once revealed.
And they should start moving again once revealed.
- Fri Apr 18, 2025 7:07 am
- Forum: Won't fix.
- Topic: [2.0.45] Railgun kill zone highlights cargo pods
- Replies: 1
- Views: 437
[2.0.45] Railgun kill zone highlights cargo pods
What did you do?
I was building a railgun on a platform.
What happened?
Cargo pods are highlighted with red railgun kill zone boxes, both when they're visible, and when they're invisible. Some pods seem to be travelling at high speed, causing the red box to appear and move quickly.
What did you ...
I was building a railgun on a platform.
What happened?
Cargo pods are highlighted with red railgun kill zone boxes, both when they're visible, and when they're invisible. Some pods seem to be travelling at high speed, causing the red box to appear and move quickly.
What did you ...
- Fri Apr 18, 2025 6:56 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Crash when moving railgun across platform: MetalUnlocker.hpp - getCommandBuffer
- Replies: 3
- Views: 562
Re: [2.0.45] Unexpected error when moving railgun across platform
If it helps: The railgun kill zone is near the top of the cargo pod parabola, where the pods transition from being invisible to visible (or the other way around). I was getting deliveries and possibly dropping excess at the time.