Search found 42 matches
- Fri Jan 15, 2021 3:09 pm
- Forum: Duplicates
- Topic: [1.1.11] Can no longer drag/build ghosts entities
- Replies: 2
- Views: 454
- Fri Jan 15, 2021 2:37 pm
- Forum: Duplicates
- Topic: [1.1.11] Can no longer drag/build ghosts entities
- Replies: 2
- Views: 454
[1.1.11] Can no longer drag/build ghosts entities
Hi,
With the new patch I am no longer able to place or drag ghost entities outside of my immediate build area.
Example: https://www.youtube.com/watch?v=vaYOwym ... nel=Diablo
Regards,
With the new patch I am no longer able to place or drag ghost entities outside of my immediate build area.
Example: https://www.youtube.com/watch?v=vaYOwym ... nel=Diablo
Regards,
- Fri Jan 15, 2021 11:34 am
- Forum: Technical Help
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 13
- Views: 5317
Re: Last hope: blueprint library recovery from save file. (v1.1.9+)
I just wanted to say here again, thank you so much for helping me out with this.
It means more then I can express here.
THANK YOU!
It means more then I can express here.
THANK YOU!
- Fri Jan 08, 2021 4:11 pm
- Forum: Technical Help
- Topic: Lost blueprints after version rollback
- Replies: 18
- Views: 2734
Lost blueprints after version rollback
I have just had a horrifying realisation... With this new update being broken, I reverted back to 1.1.6 to hopefully be able to finish a months long project... But all my BP's have been erased. ALLL OFF THEM!!!!!!!!! Hundreds of hours of work just.... gone. The series I was doing on YT for over a ye...
- Fri Jan 08, 2021 3:43 pm
- Forum: Releases
- Topic: Version 1.1.8
- Replies: 26
- Views: 18538
Re: Version 1.1.8
So this update (or 0.17) seems to have broken the game a little. :( Love the new features like the train overview etc but i noticed the following: * When dragging power poles, sometimes, they ignore the "only place on ghosts that are already there or at maximum distance" and just place pow...
- Wed Dec 02, 2020 11:12 am
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 2320
Re: Looking for a lua way to delete all nuclear scorch marks
TYKoub wrote: βMon Nov 30, 2020 8:08 pmTook the liberty to do it myself, as I walked by.eradicator wrote: βMon Nov 30, 2020 6:38 pm[Edit: Also on second thought it's probably better if you remove the code-quote from your post so in the unlikely case that i need to "bugfix" my original post yours doesn't continue to show the old code.]

- Mon Nov 30, 2020 5:03 pm
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 2320
Re: Looking for a lua way to delete all nuclear scorch marks
Thank you, this worked perfectly.
If I could upvote I would, again Thank you.
- Sun Nov 29, 2020 10:14 pm
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 2320
Re: Looking for a lua way to delete all nuclear scorch marks
/c for i, surface in pairs (game.surfaces) do local entities = surface.find_entities_filtered{name="huge-scorchmark"} for j, entity in pairs (entities) do entity.destroy() end end Thanks for the fast responds, awesome! Unless I missed something, this, unfortunately, didn't work. I copied ...
- Sun Nov 29, 2020 10:11 pm
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 2320
- Sun Nov 29, 2020 10:02 pm
- Forum: Technical Help
- Topic: Large blueprint dat file mean super slow loading times
- Replies: 4
- Views: 688
Large blueprint dat file mean super slow loading times
Hi, I was having an issue with everything loading in extremely slowly (loading maps) even when all mods etc had been turned off. I went looking for a rout cause and started by doing a clean install, after which everything was super fast again. I started by checking the settings to see if I broke som...
- Sun Nov 29, 2020 9:28 pm
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 2320
Looking for a lua way to delete all nuclear scorch marks
Hi, Like the title says, i'm Looking for a lua way to delete all nuclear scorch marks. I have had the need to clear out large specific sections of forests and the nuclear bomb was the best way to do this. I know there is a way to remove trees via lua but I really didn't want to rely on lua to play t...
- Fri Jun 12, 2020 6:55 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 44309
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I have to be honest and say it looks more cluttered to me and less nice. It also looks less "impressive" then the originals. As someone else said, it looks like the biters destroyed them. (especially zoomed out, like you mentioned these will be viewed as most frequently) I think there was ...
- Sat Apr 04, 2020 11:53 pm
- Forum: News
- Topic: Friday Facts #341 - Audio, Artillery, Attenuation
- Replies: 30
- Views: 9923
Re: Friday Facts #341 - Audio, Artillery, Attenuation
Thank you.And our old robot sounds have come back as additions.

- Sun Mar 22, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 54646
Re: Friday Facts #339 - Beacon HR + Redesign process
Thanks for the update. I have to say I really do not like the redesign. If it has to be redesigned (and I really don't see why) then I will say I like the first iteration much better. Just lose the red colour and the giant yellow eye thingy. should be nicer then. The reason the current beacon works ...
- Fri Feb 28, 2020 3:36 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 14599
Re: Friday Facts #336 - Offshore pump redesign
I would be very , very, very, VERY interested in that time lapse mod please. Did I say very yet. just in case... VERY. I have a lot of save games and the previous time lapse mod does not work anymore and an automated one would make my life.....unimaginably more easy. Hope you get to finish and relea...
- Mon Jan 27, 2020 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Automatically switch from ghost to real item (in hand) when one becomes available
- Replies: 5
- Views: 1011
0.18 update item in hand when item becomes available.
TL;DR Update the item (count) in hand when the item becomes available when non were available before. (ghosting) What ? I would like to see the functionality return that when I have no more of a certain item and I am working with the ghost of that item, (not holding shift) if I then start to handcr...
- Fri Jul 26, 2019 10:51 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 166068
Re: Friday Facts #305 - The Oil Changes
... Everything I can think of to try and let you know that I am unhappy with these changes, makes me hesitate to write it down because so many people now seem to be the classic "fanboys" who will burn you down if you say anything negative. But here goes... I feel like at this point you are...
- Sun Mar 03, 2019 11:26 pm
- Forum: Pending
- Topic: [0.17.4] Player joins w/o being whitelisted
- Replies: 3
- Views: 667
[0.17.4] Player joins w/o being whitelisted
Hi, I'm unsure if I should pots it here or somewhere else, but I had, what I believe to be, a strange bug today. I was hosting a multiplayer game and was using the whitelist (aas i've done before) to limit who can join the game. However, someone was still able to join, despite not being on the white...
- Tue Feb 26, 2019 9:12 pm
- Forum: Duplicates
- Topic: [0.17.0] Game Crash when using turret during introduction campaign
- Replies: 1
- Views: 480
[0.17.0] Game Crash when using turret during introduction campaign
What I did: I was playing the introduction campaign and did what you asked, I broke it. :) What happened: Whilst building my expansion to the right of the starting area, I had researched turrets. I build a few and took all the bullets I made and wondered if I could clear out the biters right then an...
- Sat Dec 29, 2018 1:18 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 100376
Re: Friday Facts #275 - 0.17 Science changes
Please no, not another change to science recipes... I like the new names, I like the separation of the sciences, I like the laser beams, I like the reduced military research but please leave the recipes alone. I know nothing I say will make one bit of difference and I have not even commented in the ...