Search found 272 matches
- Tue Feb 11, 2025 5:39 am
- Forum: Not a bug
- Topic: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
- Replies: 6
- Views: 425
Re: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
Though it does make me wonder why all your bots will happily pick up the entire chests and all its contents quickly if you deconstruct the chest. And none of this affects your own personal construction bots. Just that of the spidertron. I've never had any performance hits due to the unfulfilled ...
- Mon Feb 10, 2025 11:02 pm
- Forum: Not a bug
- Topic: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
- Replies: 6
- Views: 425
Re: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
Oh... wow...
Yeah those were from a blueprint being laid down. I had no idea unfulfilled module requests would cause this behavior. Is that intended behavior or is it a bug?
I'm grateful to know the cause! Thanks!

Yeah those were from a blueprint being laid down. I had no idea unfulfilled module requests would cause this behavior. Is that intended behavior or is it a bug?
I'm grateful to know the cause! Thanks!
- Mon Feb 10, 2025 2:06 pm
- Forum: Not a bug
- Topic: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
- Replies: 6
- Views: 425
Re: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
See attached save file.
I've queued up the transfer of a lot of rockets from a spidertron to a steel chest. It's right next to the player so you should be able to see it as soon as you load up. Thanks for looking into this!
PS: There is a spidertron on Fulgora parked next to a chest where you can ...
I've queued up the transfer of a lot of rockets from a spidertron to a steel chest. It's right next to the player so you should be able to see it as soon as you load up. Thanks for looking into this!
PS: There is a spidertron on Fulgora parked next to a chest where you can ...
- Mon Feb 10, 2025 12:24 pm
- Forum: Not a bug
- Topic: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
- Replies: 6
- Views: 425
[2.0.32] Spidertron construction bots on Nauvis do not behave properly
Hi everyone. I've got a strange problem with spidertrons on Nauvis. I can't get them to insert items into chests or pull items from chests quickly using their construction bots and personal roboports. Only one bot activates and there is considerable delay between actions. This works FINE on my ...
- Wed Jan 15, 2025 7:22 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 192774
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Can someone point me to the full documentation for this mod? I'm having trouble finding it.
Thanks.
Thanks.
- Thu Aug 06, 2020 8:53 pm
- Forum: Releases
- Topic: Version 0.18.43
- Replies: 8
- Views: 10065
Re: Version 0.18.43
Did they fix the bug where if you use a deconstruction planner that is inside your blueprint library but linked to your hotbar... crashes the game?
- Sun Aug 02, 2020 12:15 pm
- Forum: Releases
- Topic: Version 0.18.40
- Replies: 4
- Views: 8435
Re: Version 0.18.40
Was the deconstruction planner bug fixed?
- Fri Mar 20, 2020 1:26 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 110480
Re: Friday Facts #339 - Beacon HR + Redesign process
I've never liked beacon spam. When half your base's real estate is taken up by beacons, I think that looks terrible, no matter what the unit itself looks like. This is probably the main reason I don't use them. Because you need so many and their range is so short.
- Sat Dec 28, 2019 1:12 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 63979
Re: Friday Facts #327 - 2020 Vision
Regarding tutorials and progression, wouldn't it make more sense for the tutorial to simply send the player through 10-5 minutes of each important phase of the game?
- Fri Oct 11, 2019 11:46 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 36745
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Regarding the non-colliding biters: Doesn't this also mean that an entire swarm could overlap onto a tiny space and attack through a choke point with the same effectiveness as if the choke point wasn't there?
- Sat Jul 20, 2019 6:04 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 67369
Re: [MOD 0.17] Deadlock's Crating Machine
Honestly, if we could just walk through pipes that'd cover about 80% of Squeakthrough's usefulness. Pipes are the main culprit because they tend to form hook-shaped figures that are impassible, often "catching" you as you run by.
- Fri Jul 12, 2019 1:48 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 67369
Re: [MOD 0.17] Deadlock's Crating Machine
But it does all of this relatively early, during its data-updates stage. If you're adding new entities later than that, e.g. in data-final-fixes - as recommended for DCM and DSB, because you need to catch all the item and tech creation from a slew of other mods - then you end up in a situation ...
- Thu Jul 11, 2019 4:23 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 67369
Re: [MOD 0.17] Deadlock's Crating Machine
There seems to be an issue with the bounding box of our higher tier crating machines. Squeakthrough isn't playing nice with it for some reason, though I'm not yet sure what is the root of the issue.
https://cdn.discordapp.com/attachments/215347798533472256/598456401169219601/unknown.png
I was ...
https://cdn.discordapp.com/attachments/215347798533472256/598456401169219601/unknown.png
I was ...
- Mon Apr 22, 2019 2:47 am
- Forum: Ideas and Suggestions
- Topic: Allow editing of blueprint icons within the library
- Replies: 0
- Views: 1092
Allow editing of blueprint icons within the library
TL;DR
Please let us edit the blueprint icons from within the blueprint library similar to how we can for blueprints physically in our inventory.
What ?
Currently, in the blueprint library, we cannot change the icons which visually represent the blueprint. See image below:
https://i.imgur.com ...
Please let us edit the blueprint icons from within the blueprint library similar to how we can for blueprints physically in our inventory.
What ?
Currently, in the blueprint library, we cannot change the icons which visually represent the blueprint. See image below:
https://i.imgur.com ...
- Sat Apr 13, 2019 12:51 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 67369
Re: [MOD 0.17] Deadlock's Crating Machine
To be honest, we don't use the crating machines to get more items onto a single belt. We use them in conjunction with logistics bots [snip]
When I first made this mod, I asked the devs to give us an event or parameter which blocked bots from picking up specific items, so I could block them from ...
- Fri Apr 12, 2019 5:29 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 67369
Re: [MOD 0.17] Deadlock's Crating Machine
Pawz did most of the coding, but from our discussions, the impression I got was that there was no other way to do it because your base mod doesn't expose any functions that could add tiers.
I just gave you a better way. Deepcopy the tier 1 machine and edit only the parameters you need to.
I'm ...
- Fri Apr 12, 2019 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.29] Game crashed while trying to make a blueprint
- Replies: 23
- Views: 12571
Re: [0.17.29] Game crashed while trying to make a blueprint
Mine crashed when I passed my mouse over a blueprint book that was linked in my taskbar.
Just a mouseover was enough to do it. Didn't even click on it or anything.
Just a mouseover was enough to do it. Didn't even click on it or anything.
- Fri Apr 12, 2019 12:16 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 67369
Re: [MOD 0.17] Deadlock's Crating Machine
The upgrade planner doesn't work with these.
Crating Machine 1 becomes an Assembling Machine 2
Just need to add the upgrade planner definitions.
We've fixed it in our Bob-integration mod, if you want to just copy over the code into the base.
Also made them their own subgroup in the build menu ...
- Fri Apr 12, 2019 3:03 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 67369
Re: [MOD 0.17] Deadlock's Crating Machine
The upgrade planner doesn't work with these.
Crating Machine 1 becomes an Assembling Machine 2
Just need to add the upgrade planner definitions.
We've fixed it in our Bob-integration mod, if you want to just copy over the code into the base.
Also made them their own subgroup in the build menu ...
Crating Machine 1 becomes an Assembling Machine 2
Just need to add the upgrade planner definitions.
We've fixed it in our Bob-integration mod, if you want to just copy over the code into the base.
Also made them their own subgroup in the build menu ...
- Wed Apr 10, 2019 7:46 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 67369
Re: [MOD 0.17] Deadlock's Crating Machine
I fixed the recipe issue, though I'll have to dig a bit to learn how to fix the speed.Deadlock989 wrote: Wed Apr 10, 2019 12:23 am shanemadden might take a look at it if you ask him nicely. I'm way too far gone to run around after Bob.
I don't suppose you could expose an add tiers function in your mod so other mods could add more machines?