The behavior had been changed to force a drop of the hand whenever the (changed) filter forbids the stack inserter from holding the item.
It would only be a bug if the inserter did drop it's hand even though the filter still permits it.
That used to be broken in a way that only enabling/disabling ...
Search found 81 matches
- Thu Dec 05, 2024 8:50 pm
- Forum: Not a bug
- Topic: [2.0.23] Stack Inserters don't wait for a full hand when the set filter option is enabled.
- Replies: 3
- Views: 417
- Thu Dec 05, 2024 8:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Fish breeding applies productivity to catalysts
- Replies: 4
- Views: 1610
[boskid][2.0.23] Fish breeding applies productivity to catalysts
Actual behavior:
biochamber_fish_breeding.png
The +50% productivity boost is applied to the 3 fish of output, instead of only applying to the excess over the catalyst.
Instead reducing the nutrient cost per fish down to 2/3rd to 66.6% it's instead reduced by (2/3)^2 for a nutrient cost of only ...
biochamber_fish_breeding.png
The +50% productivity boost is applied to the 3 fish of output, instead of only applying to the excess over the catalyst.
Instead reducing the nutrient cost per fish down to 2/3rd to 66.6% it's instead reduced by (2/3)^2 for a nutrient cost of only ...
- Sat Nov 30, 2024 6:46 pm
- Forum: Gameplay Help
- Topic: odd behaviouir of crusher recipe selection
- Replies: 9
- Views: 1176
Re: odd behaviouir of crusher recipe selection
Just use a constant combinator to output an -1k offset for all the input and output materials that could occur as ingredients / products of a recipe.
Now you can safely read the contents AND set the recipe via a dedicated recipe signal. (Or just force +1001 for the material if there isn't a ...
Now you can safely read the contents AND set the recipe via a dedicated recipe signal. (Or just force +1001 for the material if there isn't a ...
- Sat Nov 30, 2024 6:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.21] Stack inserters ignore stack size override/filter change if the input container is not updating
- Replies: 6
- Views: 767
Re: [boskid][2.0.21] Stack inserters ignore stack size override/filter change if the input container is not updating
It might be possible to resolve this (and also improve usability of stack inserters by a lot), by simply giving stack inserters a switch that re-enables the "idle timeout" that they have lost compared to other inserters. Doesn't need to be as short as on a regular inserters, potentially doesn't even ...
- Fri Nov 29, 2024 3:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.21] Stack inserters ignore stack size override/filter change if the input container is not updating
- Replies: 6
- Views: 767
Re: [2.0.21] Stack inserters ignore stack size override if no input is available from container
Filter changes don't properly wake it up either, as I could determine from other bug reports.
It does not even wake up if the changed filters would render the hand-contents illegal.
Looks like you have to forcefully reboot the inserters (enable/disable or a tick) to wake them up, which is a real ...
It does not even wake up if the changed filters would render the hand-contents illegal.
Looks like you have to forcefully reboot the inserters (enable/disable or a tick) to wake them up, which is a real ...
- Fri Nov 29, 2024 3:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.21] Stack inserters ignore stack size override/filter change if the input container is not updating
- Replies: 6
- Views: 767
[boskid][2.0.21] Stack inserters ignore stack size override/filter change if the input container is not updating
Actual behavior:
If have set the stack size on a stack inserter to 1, but it still refuses to discard its hand contents which are well above the configured stack size.
stacksize_ignored.png
The input side of the stack inserter is empty (not just no matching items available, but no items at all ...
If have set the stack size on a stack inserter to 1, but it still refuses to discard its hand contents which are well above the configured stack size.
stacksize_ignored.png
The input side of the stack inserter is empty (not just no matching items available, but no items at all ...
- Mon Nov 25, 2024 11:25 pm
- Forum: Duplicates
- Topic: [2.0.22] Platform destination indicators don't update while map view is open
- Replies: 2
- Views: 196
[2.0.22] Platform destination indicators don't update while map view is open
Actual behavior:
The indicator in the list of platforms updates only once when opening the map view.
The indicator in the detail view keeps updating.
platform_movement_indicator.png
Expected behavior:
The destination indicator in the list of platforms is kept up to date too even while the map ...
The indicator in the list of platforms updates only once when opening the map view.
The indicator in the detail view keeps updating.
platform_movement_indicator.png
Expected behavior:
The destination indicator in the list of platforms is kept up to date too even while the map ...
- Sun Nov 24, 2024 5:34 pm
- Forum: Assigned
- Topic: [StrangePan][2.0.21] Upgrade planers with ANY quality filter can't be canceled
- Replies: 1
- Views: 297
[StrangePan][2.0.21] Upgrade planers with ANY quality filter can't be canceled
Actual behavior:
When issuing an upgrade via a planer that contains an ANY quality filter on the left hand side, using SHIFT to CANCEL the upgrade no longer works. Module upgrades dispatched with this planer remain active.
any_module_upgrade.png
Expected behavior:
When the left hand side of ...
When issuing an upgrade via a planer that contains an ANY quality filter on the left hand side, using SHIFT to CANCEL the upgrade no longer works. Module upgrades dispatched with this planer remain active.
any_module_upgrade.png
Expected behavior:
When the left hand side of ...
- Sun Nov 10, 2024 1:06 pm
- Forum: Duplicates
- Topic: [2.0.16] Recycling deletable resource with quality upgrade is missing in production statistics
- Replies: 1
- Views: 233
Re: [2.0.16] Recycling deletable resource with quality upgrade is missing in production statistics
Already covered in viewtopic.php?f=182&t=120132 in the last paragraph.
- Sun Nov 10, 2024 11:58 am
- Forum: Assigned
- Topic: [Genhis][2.0.16] Rocket launches with deliveries on the way with "custom minimum payload"
- Replies: 1
- Views: 958
[Genhis][2.0.16] Rocket launches with deliveries on the way with "custom minimum payload"
Actual behavior:
When setting a custom minimum payload (e.g. 100 science packs), less than the request (e.g. 1000 science packs), even with more than 1000 science packs available in a buffer chest right next to the rocket and logistic bots already assigned to the task, the rocket will prematurely ...
When setting a custom minimum payload (e.g. 100 science packs), less than the request (e.g. 1000 science packs), even with more than 1000 science packs available in a buffer chest right next to the rocket and logistic bots already assigned to the task, the rocket will prematurely ...
- Sat Nov 09, 2024 7:17 pm
- Forum: Assigned
- Topic: [Pard] [2.0] "Quality probabilities" tip is misleading
- Replies: 8
- Views: 3098
Re: [Pard] [2.0] "Quality probabilities" tip is misleading
Are you sure that this isn't actually a bug, and that 4 normal quality mk1's aren't supposed to result in chances :
~96%, 4%, 0.16%, 0.006 4%, 0.000 0256% ?
Definitely not. Achieving 100% quality is not supposed to be 100% legendary, but only actually give you 0% 88.8% 10% 1% 0.1% quality ...
- Sat Nov 09, 2024 5:37 pm
- Forum: Not a bug
- Topic: [2.0.15] "Custom minimum payload" treated as absolute value not minimum
- Replies: 13
- Views: 1305
Re: [2.0.15] "Custom minimum payload" treated as absolute value not minimum
That's actually behaving as intended.
Your request is only for 300 units, and the rocket will only ever contain more if the minimum payload is more than the requested amount. E.g. if you still had 299 units in inventory, then you'd still get a rocket with another 300 and end up with 599 units.
300 ...
Your request is only for 300 units, and the rocket will only ever contain more if the minimum payload is more than the requested amount. E.g. if you still had 299 units in inventory, then you'd still get a rocket with another 300 and end up with 599 units.
300 ...
- Sat Nov 09, 2024 5:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
- Replies: 39
- Views: 9607
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
The EM plant is a special kind of nasty, given that depending on the recipe it will even open/close the internal connection between two of the inputs arbitrarily, making it really hard to correctly flush the pipes. But that's not really the point.
The point of this thread is, that there is ...
The point of this thread is, that there is ...
- Sat Nov 09, 2024 3:45 pm
- Forum: Duplicates
- Topic: [2.0.16] Recycling deletable resource with quality upgrade is missing in production statistics
- Replies: 1
- Views: 233
[2.0.16] Recycling deletable resource with quality upgrade is missing in production statistics
When recycling a recipe that can result in resource deletion, and the recycler is equipped with quality modules, then any item upgraded is missing in the production statistics:
Example where this happens for steel and iron plates, both have been produced by recyclers on the same planet from lower ...
Example where this happens for steel and iron plates, both have been produced by recyclers on the same planet from lower ...
- Sat Oct 26, 2024 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 40
- Views: 13779
Re: Container free space signal
What I expected was a "Remaining capacity for item X" signal / condition.
I couldn't care less about:
empty slots, because it's not telling me the truth about incomplete stacks fill levels, because it's telling me nothing about whether an individual item can be stored
So what I actually expect ...
I couldn't care less about:
empty slots, because it's not telling me the truth about incomplete stacks fill levels, because it's telling me nothing about whether an individual item can be stored
So what I actually expect ...
- Sat Oct 26, 2024 10:27 am
- Forum: Assigned
- Topic: [kovarex] [2.0.11] Train interrupts are not processed for trains without regular stops
- Replies: 2
- Views: 397
Re: [2.0.11] Train interrupts are not processed for trains without regular stops
It actually does appear to be working when you toggle the setting from "Manual" to "Automatic", interrupts are evaluated once, and this once time it does insert into the empty list.
However, it does not resume to re-evaluate interrupts if the list of stops ends up (even temporarily) empty while ...
However, it does not resume to re-evaluate interrupts if the list of stops ends up (even temporarily) empty while ...
- Sat Oct 26, 2024 10:06 am
- Forum: Assigned
- Topic: [kovarex] [2.0.11] Train interrupts are not processed for trains without regular stops
- Replies: 2
- Views: 397
[kovarex] [2.0.11] Train interrupts are not processed for trains without regular stops
Actual behavior:
When trying to define train operations with interrupts ONLY, interrupt evaluation never starts. Instead the train remains wherever it is, and shows as "idle".
Expected behavior:
Interrupt stops are enqueued even if the job list contains no stops.
Assumption:
It appears that ...
When trying to define train operations with interrupts ONLY, interrupt evaluation never starts. Instead the train remains wherever it is, and shows as "idle".
Expected behavior:
Interrupt stops are enqueued even if the job list contains no stops.
Assumption:
It appears that ...
- Sat Oct 26, 2024 9:48 am
- Forum: Duplicates
- Topic: [2.0.11] Map presets don't apply to the new planets
- Replies: 1
- Views: 187
[2.0.11] Map presets don't apply to the new planets
When starting a new game, you have the option to choose some preset sets from a dropdown list.
Currently, those presets are only applied to Nauvis though, and the resource distribution of the other planets isn't modified accordingly.
Just a simple QoL issue.
Currently, those presets are only applied to Nauvis though, and the resource distribution of the other planets isn't modified accordingly.
Just a simple QoL issue.
- Fri May 17, 2024 2:22 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 19760
Re: Friday Facts #411 - All about asteroids
The metal asteroids don't look right...
It looks like you used the specular lighting for di-electric materials (input color * absorbtion factor = output color) instead of the correct formula for metallic (input * material color = output color). For metallic , both diffuse and specular use the ...
It looks like you used the specular lighting for di-electric materials (input color * absorbtion factor = output color) instead of the correct formula for metallic (input * material color = output color). For metallic , both diffuse and specular use the ...
- Sat May 11, 2024 9:43 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 31241
Re: Friday Facts #410 - Rocket turret & Target priorities
One step we are missing in this regard is actually a detection device which would enable/disable turrets based on the presence of enemies in range. This would be absolutely awesome to handle idle turret power consumption!
I'm pretty certain that Radar buildings will actually provide that as a ...