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by Rseding91
Thu Mar 27, 2025 10:58 pm
Forum: Duplicates
Topic: Quality doesn't affect description item in upgrade planner
Replies: 1
Views: 43

Re: Quality doesn't affect description item in upgrade planner

Thanks for the report. This is intended. The upgrade planner quality only matters for a select few things and so the GUI here never shows quality info.
by Rseding91
Thu Mar 27, 2025 8:03 pm
Forum: Not a bug
Topic: [2.0.43] Demolishers travel through "Out of Map" tiles
Replies: 1
Views: 65

Re: [2.0.43] Demolishers travel through "Out of Map" tiles

Thanks for the report however this is working as intended. Demolishers do not care about tiles and will move over any and all of them to get where they want to go.
by Rseding91
Thu Mar 27, 2025 3:25 pm
Forum: Pending
Topic: Duplicate items
Replies: 4
Views: 142

Re: Duplicate items

Can you please post a save file showing what you're describing?

It sounds like the nutrients have yet to be consumed, they spoil, and the machine finishes crafting as expected and also produces its results - which is all correct. The neutrients get consumed and converted into fuel (the red bar ...
by Rseding91
Thu Mar 27, 2025 3:20 pm
Forum: Resolved for the next release
Topic: [2.0.43] editor entity extra settings properties can not retrieve data from ghosts
Replies: 2
Views: 121

Re: [2.0.43] editor entity extra settings properties can not retrieve data from ghosts

I've changed it so the check boxes will change the inner entity instead of the ghost. This means that it can no longer change the ghost - but it seems that never worked since 2.0 anyway.
by Rseding91
Thu Mar 27, 2025 12:22 am
Forum: Not a bug
Topic: [2.0.35] No on-hover tooltip when deconstructing landed cargo pod
Replies: 1
Views: 126

Re: [2.0.35] No on-hover tooltip when deconstructing landed cargo pod

Thanks for the report however this is all working correctly. Deconstruction planners show the items you will get from deconstructing *that entity* - not the items in it. You get nothing from deconstructing a landed cargo pod.
by Rseding91
Thu Mar 27, 2025 12:17 am
Forum: Not a bug
Topic: [2.0.34] the alt mode of cargo pods launched by rockets fades too soon
Replies: 1
Views: 425

Re: [2.0.34] the alt mode of cargo pods launched by rockets fades too soon

Thanks for the report however I don't believe we will be changing this.
by Rseding91
Wed Mar 26, 2025 9:28 pm
Forum: Minor issues
Topic: [2.0.32] Visual Inconsistencies When Blueprinting Locomotives
Replies: 1
Views: 187

Re: [2.0.32] Visual Inconsistencies When Blueprinting Locomotives

Thanks for the report however I don't believe we will be doing anything about this. Train wheel rendering in blueprints is already dicey at beast and simply doesn't show in most cases.
by Rseding91
Wed Mar 26, 2025 9:25 pm
Forum: Duplicates
Topic: Viewing multiplayer ping while in spidertron equipment grid partially locks menu
Replies: 1
Views: 119

Re: Viewing multiplayer ping while in spidertron equipment grid partially locks menu

Thanks for the report. I believe this was addressed a few versions ago so escape always exits the "2nd" remote view.
by Rseding91
Wed Mar 26, 2025 8:49 pm
Forum: Minor issues
Topic: [2.0.23] Ghost module in cryogenic plant not distinct at some zoom levels
Replies: 2
Views: 323

Re: [2.0.23] Ghost module in cryogenic plant not distinct at some zoom levels

Thanks for the report however I don't believe we will be doing anything about this for now.
by Rseding91
Wed Mar 26, 2025 8:44 pm
Forum: Resolved for the next release
Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
Replies: 8
Views: 459

Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily



Inserters will always clear a pickup target if it no longer has any valid inventory to extract from.


Thank you, though if not a bug, the chosen behavior is surprising. Blocking on an input machine that temporarily switches to a state of being not ready is an expected pattern. If other ...
by Rseding91
Wed Mar 26, 2025 8:13 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.15][Space Age DLC] Inconsistent recipe output information
Replies: 3
Views: 500

Re: [2.0.15][Space Age DLC] Inconsistent recipe output information

Some of these have since been changed. The rest, I believe are intended.
by Rseding91
Wed Mar 26, 2025 8:01 pm
Forum: Pending
Topic: Incorrect blueprinting
Replies: 12
Views: 736

Re: Incorrect blueprinting

Does this still happen in the latest version of the game? There was a fix for a misaligned preview-to-build vs actual-build position.
by Rseding91
Wed Mar 26, 2025 7:57 pm
Forum: Pending
Topic: [2.0.14][Space Age] Stars background sprite zoomed when traveling in rocket
Replies: 1
Views: 191

Re: [2.0.14][Space Age] Stars background sprite zoomed when traveling in rocket

Can you post a screenshot of what you're referring to? I'm confused.
by Rseding91
Wed Mar 26, 2025 7:57 pm
Forum: Won't fix.
Topic: [2.0.11] Map View: Dragging screen with cursor and then using wasd incorrectly moves map preview
Replies: 2
Views: 266

Re: [2.0.11] Map View: Dragging screen with cursor and then using wasd incorrectly moves map preview

Thanks for the report. I don't consider this worth changing since it's not causing any major issues.
by Rseding91
Wed Mar 26, 2025 4:44 pm
Forum: Minor issues
Topic: [2.0.28] Some things are ordered strangely in the GUI
Replies: 1
Views: 241

Re: [2.0.28] Some things are ordered strangely in the GUI

Thanks for the report however I don't believe we will be doing anything about these. They each are showing different things in different ways (some entities, some items, some recipes) and each are grouped in different ways resulting in different orders.
by Rseding91
Wed Mar 26, 2025 2:14 pm
Forum: 1 / 0 magic
Topic: [2.0.42] Crash loading save due to mod: ElectricEnergySource.cpp:613: Invalid owner type
Replies: 3
Views: 166

Re: [2.0.42] Crash loading save due to mod: ElectricEnergySource.cpp:613: Invalid owner type

Looking at the save: the save file is already in a broken state and it's simply detected any time you change game versions or update any mods/change mods. If you know of a way to get a working save into this broken state let us know but otherwise this kind of issue has historically been failing ...

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