Search found 10 matches

by Mar_Veloz
Wed Aug 05, 2026 3:54 pm
Forum: Ideas and Suggestions
Topic: Tree Signal
Replies: 2
Views: 298

Tree Signal

TL;DR

Please add a signal for trees in the "Environment" category of the signal selection menu.

What?

There are several environmental objects that are missing from the "Environment" signal category, such as trees, ashland trees, yumako trees, and jellystems. Ideally I would like to see them ...
by Mar_Veloz
Wed Aug 05, 2026 1:23 am
Forum: Not a bug
Topic: [2.1.12] "Paste entity settings" doesn't work when "Visualize entity fluid pipelines" set to same keybind
Replies: 5
Views: 328

Re: [2.1.12] "Paste entity settings" doesn't work when "Visualize entity fluid pipelines" set to same keybind

Also, do the cryo plant, foundry, biochamber, etc not also have fluidboxes?

EDIT: Figured it out. When the other crafting machine types have a recipe set that uses fluids, the copy/paste does also stop working. So I guess the fluidboxes are only active for those machines when a recipe that uses ...
by Mar_Veloz
Wed Aug 05, 2026 12:54 am
Forum: Not a bug
Topic: [2.1.12] "Paste entity settings" doesn't work when "Visualize entity fluid pipelines" set to same keybind
Replies: 5
Views: 328

Re: [2.1.12] "Paste entity settings" doesn't work when "Visualize entity fluid pipelines" set to same keybind

Rseding91 wrote: Tue Aug 04, 2026 10:37 pm Those crafting machines have fluidboxes which can be visualized.
Could you explain what you mean by this? Even with "visualize entity fluid pipelines" set to a non-conflicting keybind, using that hotkey on a chemical plant or oil refinery does nothing.
by Mar_Veloz
Tue Aug 04, 2026 10:34 pm
Forum: Not a bug
Topic: [2.1.12] "Paste entity settings" doesn't work when "Visualize entity fluid pipelines" set to same keybind
Replies: 5
Views: 328

Re: [2.1.12] "Paste entity settings" doesn't work when "Visualize entity fluid pipelines" set to same keybind

The bug is that they conflict. Since "Visualize entity fluid pipelines" only functions when clicking on a pipeline, there's no reason why they should conflict when clicking on a crafting machine.

Also, there's the fact that it works fine for every machine type other than those two. So again, it ...
by Mar_Veloz
Tue Aug 04, 2026 8:37 pm
Forum: Not a bug
Topic: [2.1.12] "Paste entity settings" doesn't work when "Visualize entity fluid pipelines" set to same keybind
Replies: 5
Views: 328

[2.1.12] "Paste entity settings" doesn't work when "Visualize entity fluid pipelines" set to same keybind

I have "Visualize entity fluid pipelines" bound to shift + right-click. I have "Paste entity settings" bound to the same key combo as well (which is the default for that control).

When I try to copy & paste settings to an oil refinery or chemical plant, nothing happens. I checked the settings copy ...
by Mar_Veloz
Thu Jul 23, 2026 8:38 pm
Forum: Ideas and Suggestions
Topic: Reduce friction when altering "import from" settings for space logistic requests
Replies: 3
Views: 402

Re: Reduce friction when altering "import from" settings for space logistic requests

+1

I'm not sure what exactly the ideal solution should be, but this is a point of friction that I also encounter regularly.
by Mar_Veloz
Sat Jun 27, 2026 5:48 pm
Forum: Implemented Suggestions
Topic: [2.1] Fix concrete recycling time and other inconsistancies.
Replies: 26
Views: 3282

Re: [2.1] Fix concrete recycling time and other inconsistancies.

+1. Personally I would also like to see the hazard concrete trick brought back in addition to this, since I don't see it as any different than the chest recycling trick for steel/iron. It feels extremely weird/inconsistent that the devs made an exception for just that one recipe specifically.
by Mar_Veloz
Sat Jun 27, 2026 5:36 pm
Forum: Implemented Suggestions
Topic: Allow more filters in deconstruction planners
Replies: 7
Views: 2276

Re: Allow more filters in deconstruction planners

Bumping this. Especially now with Space Age, it's impossible to have a single deconstruction planner that removes *all* naturally generated debris (including cliffs, fulgora ruins, etc) while ignoring player-built structures. I find this extremely annoying personally, and there doesn't seem to be ...
by Mar_Veloz
Sat Jun 27, 2026 1:52 pm
Forum: Ideas and Suggestions
Topic: Please bring back "Pipeline Visualizer on mouse-over" to 2.1
Replies: 9
Views: 841

Re: Please bring back "Pipeline Visualizer on mouse-over" to 2.1

I agree the new system is overall better. Having to hover your mouse over a pipeline to visualize it was somewhat inconvenient, especially if you were moving around trying to follow a long & complicated pipeline. However, the current implementation is the worst of both worlds: having to open up a ...

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