Search found 81 matches

by Ext3h
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

Re: [2.0.23] Stack Inserters don't wait for a full hand when the set filter option is enabled.

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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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 ...
by Ext3h
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.
by Ext3h
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 ...
by Ext3h
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 ...

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