Search found 70 matches

by tinker9
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.
by tinker9
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 ...
by tinker9
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

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.
Sounds like a surprising behaviour, and poor UX. Something worth fixing?
by tinker9
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.
by tinker9
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?)
by tinker9
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.

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.
As a workaround, you could put the parameter on the right?
by tinker9
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
by tinker9
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 ...
by tinker9
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 ...
by tinker9
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).
by tinker9
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 ...
by tinker9
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.
by tinker9
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

Rseding91 wrote: Sat Apr 19, 2025 2:01 am Remote view counts as a “player nearby”
They aren't moving when I am viewing them remotely.
by tinker9
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.
by tinker9
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 ...
by tinker9
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.

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