2.1.8:
Fixed that 'hide tall entities' did not hide elevated rail signals.
2.1.9:
Fixed that rail signals on elevated rails when hidden as 'tall' would still be selectable.
Trains on elevated rails are treated as "tall" for the purpose of "hide tall entities".
2.1.10 prediction:
Fixed that trains on ...
Search found 8 matches
- Tue Jun 30, 2026 11:05 am
- Forum: Releases
- Topic: Version 2.1.9
- Replies: 33
- Views: 20447
- Tue Jun 23, 2026 4:39 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 274
- Views: 167127
Re: Version 2.1.7
I just got home, but now I'm struggling to get my headless server up and running.
I get an error that it fails to load mod "quality":
0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a ...
- Tue Jun 23, 2026 4:22 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 274
- Views: 167127
Re: Version 2.1.7
I just got home, but now I'm struggling to get my headless server up and running.
I get an error that it fails to load mod "quality":
0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil ...
I get an error that it fails to load mod "quality":
0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil ...
- Tue Jun 23, 2026 2:17 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 274
- Views: 167127
Re: Version 2.1.7
Can't wait to get back home to try this out! 
- Fri Jun 19, 2026 10:59 am
- Forum: Ideas and Suggestions
- Topic: Automatic signal placing along train tracks
- Replies: 2
- Views: 234
Re: Automatic signal placing along train tracks
Yeah, I'm talking about a ghost of the rail signal, I called it a blueprint, perhaps ghost is the right terminology. And the mechanism I'm talking about is the one you mention from OpenTTD, I thought it already was in the original, but it's been years since I played that so it's hard to remember
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- Fri Jun 19, 2026 9:04 am
- Forum: Ideas and Suggestions
- Topic: Automatic signal placing along train tracks
- Replies: 2
- Views: 234
Automatic signal placing along train tracks
TL;DR
When placing signals along a train track, let us have a modifier that automatically places a rail signal blueprint every so often so we don't have to do it manually.
What?
If you've ever played Transport Tycoon you'll know exactly what I mean. When placing signals on the train tracks ...
When placing signals along a train track, let us have a modifier that automatically places a rail signal blueprint every so often so we don't have to do it manually.
What?
If you've ever played Transport Tycoon you'll know exactly what I mean. When placing signals on the train tracks ...
- Fri Jun 12, 2026 2:09 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 56543
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I really like the concept of remote, autonomous outposts supplied by trains. More powerful trains would make this type of gameplay much more practical. At high evolution levels, trains can currently be stopped and destroyed by large groups of biters, so the safest option is usually to clear all ...
- Fri Jun 12, 2026 7:32 am
- Forum: Fan Art
- Topic: Gleba doodle
- Replies: 4
- Views: 2546
Re: Gleba doodle
Captured how I view Gleba perfectly 