Search found 182 matches
- Thu Jan 02, 2025 11:14 am
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 1977
Re: Dynamically change trainstop names richtext icons with circuit signals
I just found a mod that implements this.
- Tue Dec 24, 2024 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.28] Same decider condition's status changing based on insertion order
- Replies: 3
- Views: 428
[boskid][2.0.28] Same decider condition's status changing based on insertion order
Hi,
reading wiki seems that any condition involving EACH will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.
For example:
+ EACH >0
OR |
+ EVERYTHING = 0
Output: DOT signal
no input -> no output
immagine.png
That's ...
reading wiki seems that any condition involving EACH will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.
For example:
+ EACH >0
OR |
+ EVERYTHING = 0
Output: DOT signal
no input -> no output
immagine.png
That's ...
- Sat Dec 07, 2024 8:20 am
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 1977
Re: Dynamically change trainstop names richtext icons with circuit signals
or if not any signal, at least the new wildcard ones, so you could have a generic liquid/item unloading station
right now it is considered verbatim and no station is found with that name
- Sat Nov 23, 2024 8:51 am
- Forum: Ideas and Suggestions
- Topic: Document the radar combinator mechanic in-game
- Replies: 5
- Views: 648
Re: Document the radar combinator mechanic in-game
I suggest to add the standard circuit icon on GUI: if you see the icon you know you can connect the radar to circuit.
Even the humble wooden chest has the circuit icon and the read-only checkbox that explains what it can do when connected to a circuit.
Even the humble wooden chest has the circuit icon and the read-only checkbox that explains what it can do when connected to a circuit.
- Fri Nov 15, 2024 5:49 pm
- Forum: Gameplay Help
- Topic: Simple way to cap a circuit signal at a maximum value?
- Replies: 5
- Views: 2107
Re: Simple way to cap a circuit signal at a maximum value?
If I'm interessed in capping a single signal, I just found a simply method
immagine.png
constant combinator with "up arrow" as maximum value (in this case DOT signal is for demo purpose, the signal I want to cap)
immagine.png
connected to a selector combinator outputting first signal ordered ...
immagine.png
constant combinator with "up arrow" as maximum value (in this case DOT signal is for demo purpose, the signal I want to cap)
immagine.png
connected to a selector combinator outputting first signal ordered ...
- Fri Nov 15, 2024 3:20 pm
- Forum: Ideas and Suggestions
- Topic: Show radar coverage in map view
- Replies: 19
- Views: 3055
Re: Show radar coverage in map view
I think this is a very old suggestion, since 2017 at least.
- Thu Nov 14, 2024 7:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.18] Programmable speaker "show icon on map" toggle ignored when an alert is already active
- Replies: 2
- Views: 1601
[boskid][2.0.18] Programmable speaker "show icon on map" toggle ignored when an alert is already active
If an alert is already underway, toggling "show icon on map" seems to have no effect.
In following video, an alert is underway, with no "show icon on map"; toggling it while the alert is active does NOT make the alert visible on map.
https://i.imgur.com/SmspXla.mp4
The opposite is also true ...
In following video, an alert is underway, with no "show icon on map"; toggling it while the alert is active does NOT make the alert visible on map.
https://i.imgur.com/SmspXla.mp4
The opposite is also true ...
- Mon Nov 11, 2024 9:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [2.0.15] Arithmetic combinator channel selection GUI glitch
- Replies: 2
- Views: 1144
[boskid] [2.0.15] Arithmetic combinator channel selection GUI glitch
If an arithmetic combinator has just one channel connected you can glitch the interface deselecting active channel: the other channel checkbox unlocks.
It happens both for input and output channels; this does NOT happen for decider combinator.
It happens both for input and output channels; this does NOT happen for decider combinator.
- Sat Nov 28, 2020 7:06 pm
- Forum: Not a bug
- Topic: [1.1.2] "[Entity...]" in tips section
- Replies: 1
- Views: 973
[1.1.2] "[Entity...]" in tips section
Is it intended to show "[Entity:xyz]" instead of simple "xyz"?
- Sat Nov 28, 2020 10:59 am
- Forum: Duplicates
- Topic: [kovarex] [1.1.1] Status icon of engine unclear
- Replies: 1
- Views: 1006
[kovarex] [1.1.1] Status icon of engine unclear
Perhaps not a bug but an improvement possibility
Status color of engine/turbines are "strange":
I tested with an engine: if it is generating more than around 10% of maximum power generation (> 81.9KW) the status is "low power" (yellow light)
warning.jpg
and it remains that way up to 100% power ...
Status color of engine/turbines are "strange":
I tested with an engine: if it is generating more than around 10% of maximum power generation (> 81.9KW) the status is "low power" (yellow light)
warning.jpg
and it remains that way up to 100% power ...
- Sat Nov 14, 2020 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] /admin panel not refreshed when whitelisting an user
- Replies: 1
- Views: 3021
[1.0.0] /admin panel not refreshed when whitelisting an user
It seems it has never been reported, so...
If you ban, demote or purge an user, the /admin panel is immediately refreshed and checkmarks appear and buttons text change (mute -> unmute, for example)
but when whitelisting/unwhitelisting, the panel is not refreshed (checkmarks remain unchanged, button ...
If you ban, demote or purge an user, the /admin panel is immediately refreshed and checkmarks appear and buttons text change (mute -> unmute, for example)
but when whitelisting/unwhitelisting, the panel is not refreshed (checkmarks remain unchanged, button ...
- Mon Sep 21, 2020 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Wrong slider position when requesting items with stack size of 200
- Replies: 1
- Views: 3097
[kovarex] [1.0.0] Wrong slider position when requesting items with stack size of 200
Setting personal logistic requests for an item with a stack size of 200 display wrong position for the quantity slide.
Usually it seems that every slide position is a 1 stack size, but when requesting items with a stack size of 200 (bullets, cables), the slide starts full left (at 0 position ...
Usually it seems that every slide position is a 1 stack size, but when requesting items with a stack size of 200 (bullets, cables), the slide starts full left (at 0 position ...
- Mon Sep 14, 2020 7:10 am
- Forum: Not a bug
- Topic: [0.18.34] Bug with radar gui, related to blueprint gui
- Replies: 4
- Views: 2144
Re: [0.18.34] Bug with radar gui, related to blueprint gui
I just reposted this in the sugestions section, to keep it from being lost here.
- Mon Sep 14, 2020 7:09 am
- Forum: Ideas and Suggestions
- Topic: Make radar coverage visible from blueprints
- Replies: 12
- Views: 3541
Show radar coverage when using a blueprint
TL;DR
Display radar coverage preview when placing a blueprint that contains a radar.
What ?
Placing a single radar (ghost or not) shows a blue preview of its coverage on the minimap (top right) - it is useful if you want perfect coverage without overlaps - but when you place a blueprint ...
Display radar coverage preview when placing a blueprint that contains a radar.
What ?
Placing a single radar (ghost or not) shows a blue preview of its coverage on the minimap (top right) - it is useful if you want perfect coverage without overlaps - but when you place a blueprint ...
- Fri Aug 14, 2020 4:56 pm
- Forum: Duplicates
- Topic: [1.0.0] Curved rails are not selected in a rail deconstruction planner
- Replies: 1
- Views: 1000
[1.0.0] Curved rails are not selected in a rail deconstruction planner
When applying a filtered deconstruction planner (whitelisting rails) curved rails are not considered in the selection. The opposite is also true: a blacklist deconstruction planner (blacklisting rails) still selects curved rails.
starting situation
before.jpg
applying deconstruction planner as ...
starting situation
before.jpg
applying deconstruction planner as ...
- Tue Aug 04, 2020 8:58 pm
- Forum: Minor issues
- Topic: [0.18.42] Wall graphic shows wrong "extra piece" near cliff
- Replies: 1
- Views: 1262
[0.18.42] Wall graphic shows wrong "extra piece" near cliff
Not sure if it's intended or not, but sometimes when you place walls near cliffs, they appear to "connect" toward the cliff, even if in this case I can still pass between the wall and the cliff.
I'm not very good at explaining it, so I hope situation is clearer looking at images:
Wall.jpg
Wall ...
I'm not very good at explaining it, so I hope situation is clearer looking at images:
Wall.jpg
Wall ...
- Sun Jul 19, 2020 5:01 pm
- Forum: Not a bug
- Topic: [0.18.36] Electric pole appears as connected in preview but does not really connect when built
- Replies: 2
- Views: 1212
Re: [0.18.36] Electric pole appears as connected in preview but does not really connect when built
Damn, I've not seen that power pole ghost, my fault!
- Sun Jul 19, 2020 3:18 pm
- Forum: Not a bug
- Topic: [0.18.36] Electric pole appears as connected in preview but does not really connect when built
- Replies: 2
- Views: 1212
[0.18.36] Electric pole appears as connected in preview but does not really connect when built
In attached savegame, if you try building an electric pole over the ghost one, it appears as connected while hovering, but once built, it doesn't connect.
- Tue Dec 31, 2019 7:30 am
- Forum: Not a bug
- Topic: [0.17.79] Cross-hair color inconsistencies
- Replies: 2
- Views: 1450
Re: [0.17.79] Cross-hair color inconsistencies
Thanks, got it!
But... so there's no way to know if a target is "in range" for "always shootable" weapons?
But... so there's no way to know if a target is "in range" for "always shootable" weapons?
- Sun Dec 29, 2019 10:53 am
- Forum: Not a bug
- Topic: [0.17.79] Cross-hair color inconsistencies
- Replies: 2
- Views: 1450
[0.17.79] Cross-hair color inconsistencies
Hello,
it seems this behavior is present at least since 0.15; still I've been unable to find a bug report anywhere.
Cross-hair color should change from red to green if target is in range of current weapon, but this is now always the case: tank cannon always shows green cross-hair; the same for ...
it seems this behavior is present at least since 0.15; still I've been unable to find a bug report anywhere.
Cross-hair color should change from red to green if target is in range of current weapon, but this is now always the case: tank cannon always shows green cross-hair; the same for ...