Search found 8 matches

by pikmario
Fri Aug 14, 2026 8:40 pm
Forum: Assigned
Topic: [Lou][2.1.14] Placing blueprint on Aquilo ocean does not place concrete under entities overlapping curved rail
Replies: 0
Views: 204

[Lou][2.1.14] Placing blueprint on Aquilo ocean does not place concrete under entities overlapping curved rail

What happens?
When force building a blueprint with no tiles in it on Aquilo's ocean, it will automatically place ice platforms under all entities, and concrete under all entities that require it. But if an entity both requires concrete and is overlapping a tile that a curved or half diagonal rail ...
by pikmario
Fri Jun 26, 2026 6:08 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.8] Spidertron moves slower over obstacles.
Replies: 1
Views: 490

[2.1.8] Spidertron moves slower over obstacles.

Since 2.1, spidertron movement over any sort of obstacles is slower than in 2.0. This includes trees, cliffs, buildings, spawners, anything that would normally block engineer movement. It's hard to quantify where this slowness is coming from, but it seems like the legs take marginally longer to find ...
by pikmario
Thu Jun 25, 2026 5:30 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.7] Asteroid textures not showing
Replies: 5
Views: 1030

Re: [2.1.7] Asteroid textures not showing

I noticed this myself when using the F5 debug mode. I narrowed down the offending setting to be always-show-lightning-protection. When enabled, it causes the described issues.
by pikmario
Tue Jun 23, 2026 8:35 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
Replies: 8
Views: 1949

[Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves

What happens?
When loading a 2.0 save in 2.1, terrain generated on Fulgora has dramatically more land than generated in 2.0, or generated in saves created in 2.1. So much more to the point where all islands can effectively be connected to each other with little issue.
Steps to reproduce

Start ...
by pikmario
Mon Mar 09, 2026 3:05 am
Forum: Ideas and Suggestions
Topic: Allow Blueprint to Disconnect Wire Connections
Replies: 2
Views: 816

Re: Allow Blueprint to Disconnect Wire Connections

I second this suggestion, especially when it comes to circuit wires. Circuit conditions are copied onto the entities, but without replacing circuit wires that might already be present, those wires could cause circuit conditions to behave in unexpected ways.
by pikmario
Fri Mar 06, 2026 7:43 pm
Forum: Duplicates
Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
Replies: 4
Views: 1277

Re: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.

I did see that thread while searching, and it seems like the conclusion in that thread is "a newly added temporary stop should always replace the currently active stop", which I can definitely see as necessary and intentional.

The point of contention I'm running into is where those temporary stops ...
by pikmario
Fri Mar 06, 2026 7:13 pm
Forum: Duplicates
Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
Replies: 4
Views: 1277

[2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.

What happens?
When adding a temporary stop to a train by ctrl-clicking the map, if the currently active stop is a temporary stop, either from another ctrl-click or an interrupt, the new temporary stop is added after the active stop and any other temporary stops until the next permanent stop. This ...
by pikmario
Wed Mar 04, 2026 6:02 pm
Forum: Assigned
Topic: [Kovarex] [2.0.73] Inconsistent "Read logistic network requests" with full buffer chests.
Replies: 0
Views: 582

[Kovarex] [2.0.73] Inconsistent "Read logistic network requests" with full buffer chests.

What happens?
Buffer chests that cannot have their logistics requests fulfilled due to being full sometimes report their logistic requests, and sometimes don't.
Steps to reproduce

Build the following setup:
0eNrNU8tugzAQ/Jc9m4jwiBKkfkmEkIFNYtXYxDZpI8S ...

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