Search found 43 matches

by MrGergoth
Wed Mar 04, 2026 4:39 pm
Forum: Not a bug
Topic: [2.0.73] Multiple robot requests into a roboport are bugged
Replies: 2
Views: 201

Re: [2.0.73] Multiple robot requests into a roboport are bugged


Thanks for the report however this is working correctly. The requests are processed in left->right order with space for each request reserved. So by having 2x requests it makes space for 100 rare logistic robots (2 slots), 100 rare construction robots (2 slots), 100 uncommon logistic robots (2 ...
by MrGergoth
Wed Mar 04, 2026 2:29 pm
Forum: Not a bug
Topic: [2.0.73] Multiple robot requests into a roboport are bugged
Replies: 2
Views: 201

[2.0.73] Multiple robot requests into a roboport are bugged

What i did:
Select roboport -> set Robot request more than x1

What i expect:
For example, if i set 50 logistic robots with x2 - i expect 100 robots in total will move to this roboport. As any logistic chest working. As any space platform request working.

Whats happend:
If i set x1 request ...
by MrGergoth
Wed Feb 18, 2026 4:21 pm
Forum: Bug Reports
Topic: [2.0.73] Frozen enemies
Replies: 3
Views: 593

Re: [2.0.73] Frozen enemies

Its very old bug (like, 8+ years, maybe it always was here), nauvis, gleba, - enemies frozen on big bases if they visible with radar but no active chunks around
by MrGergoth
Sat Feb 14, 2026 4:57 pm
Forum: Bug Reports
Topic: [2.0.73] Snap-to-grid blueprint with car make new ghost car over current one
Replies: 1
Views: 829

[2.0.73] Snap-to-grid blueprint with car make new ghost car over current one

Video below.
What on video:
1) Setup single blueprnt with no hold mouse - work as expected
2) Setup single blueprnt with hold mouse - car and car ghost at same place
3) Setup single blueprnt with no hold mouse - work as expected
4) Setup single blueprnt with hold mouse and move to setup it twice ...
by MrGergoth
Sat Nov 15, 2025 7:28 am
Forum: Duplicates
Topic: [2.0.72] Display panel *Always show in alt mode* checkbox removing current text
Replies: 1
Views: 555

[2.0.72] Display panel *Always show in alt mode* checkbox removing current text

So if you texting in Display panel gui and then you pressed *Always show in alt mode* checkbox while it was un-checked - all the whole text will be removed.

by MrGergoth
Sat Nov 15, 2025 7:25 am
Forum: Gameplay Help
Topic: [2.0.72] Interrupts based on *destination full* have delay on call
Replies: 2
Views: 837

Re: [2.0.72] Interrupts based on *destination full* have delay on call

Why its moved to *Gameplay help* by moderator? Its not *personal setup problem* - just try ur own *destination full* interrupt to see this bug. I can give more info or screenshots if needed.
by MrGergoth
Tue Nov 11, 2025 4:35 am
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Replies: 9
Views: 1672

Re: [2.0.69] Non-explosive cannon shell +25% range modifier is not working

how do you define intended function of the +25% range modifier?

2.0.7 text is
- Increased damage and range of non-explosive cannon shells.
I was sure its explosive range on hit cuz impact point still have aoe radius, but based on @eugenekay post, looks i'm wrong anyway (that honestly still wierd ...
by MrGergoth
Mon Nov 10, 2025 3:34 pm
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Replies: 9
Views: 1672

Re: [2.0.69] Non-explosive cannon shell +25% range modifier is not working



Why? Its explosive range, not tank shoot distance

How do you define "tank shoot distance"? I am aiming at a target 35 tiles away and the non-explosive shell just explode at 30 tiles distance like explosive shell. If the +25% range description is accurate, the shell should explode at 37.5 ...
by MrGergoth
Mon Nov 10, 2025 6:12 am
Forum: Gameplay Help
Topic: [2.0.72] Interrupts based on *destination full* have delay on call
Replies: 2
Views: 837

Re: [2.0.72] Interrupts based on *destination full* have delay on call

Upd: new video , same setup, but instead of interrupt *Cargo empty + Destination full* i use *Cargo empty + Circuit signal* where signal is limit train more than current train on destination. Result - no delay.
Looks like its not every interrupt delayed, its just *destination full* delayed. So, why ...
by MrGergoth
Mon Nov 10, 2025 4:24 am
Forum: Minor issues
Topic: [2.0.72] Inserter wont grab item from locomotive until rebuild
Replies: 2
Views: 565

[2.0.72] Inserter wont grab item from locomotive until rebuild

While locomotive a bit turned like on video below, insetret wont grab fuel. But if i re-build inserter- it works. Video below. Think its happend while previously locomotive moved from another rail position - inserter did last swing but locomotive is full, and next locomotive cant use inserter's ...
by MrGergoth
Sun Nov 09, 2025 6:27 pm
Forum: Ideas and Suggestions
Topic: Logistic request: add *instert* instead of *replace* when dragging item
Replies: 2
Views: 699

Re: Logistic request: add *instert* instead of *replace* when dragging item

Up! Please, add this function!
Research tab ALREADY HAVE THIS, so why we cant use same function with items to drag and drop not only as *replace* but also as *insert at middle*
11-09-2025, 21-30-04.png
11-09-2025, 21-30-04.png (41.22 KiB) Viewed 350 times
by MrGergoth
Sun Nov 09, 2025 8:34 am
Forum: Gameplay Help
Topic: [2.0.72] Interrupts based on *destination full* have delay on call
Replies: 2
Views: 837

[2.0.72] Interrupts based on *destination full* have delay on call

Video below

What did you do?
I trying to use train interrupt: if destination is full or no path to Load station - train going to Relax station*. I expect that Trains will wait at Relax station while they are no needed.

What happened?
- if train is green mean its mooving to Load station
- white ...
by MrGergoth
Sat Nov 08, 2025 5:14 am
Forum: Assigned
Topic: [Kovarex] [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
Replies: 3
Views: 689

Re: [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info


Well, what should it show in the tooltip?

Because for the first parameter the available previous parameters to be used in the formula are ... NONE. Did you expect "Available variables: None"?

Sir, i undestand what you mean, but its not shown in any cases because this info show just as example ...
by MrGergoth
Wed Oct 22, 2025 2:28 pm
Forum: Won't fix.
Topic: [Lou][2.0.69] Foundation marked for deconstruction included in blueprint with asteroid collector
Replies: 1
Views: 506

[Lou][2.0.69] Foundation marked for deconstruction included in blueprint with asteroid collector

What did you do?
Trying to copy-paste asteroid collector setup on a free space for a small fix to return it back.

What happened?
*Marks for deconstruction* space platform foundation becomes part of a blueprint. As result, blueprint usage becomes impossible cuz asteroid collector stays on *Marks ...
by MrGergoth
Wed Oct 22, 2025 12:23 pm
Forum: Fixed for 2.1
Topic: [Klonan] [2.0.69] Gleba Enemies Fail to Expand Bases
Replies: 2
Views: 1190

Re: [2.0.69] Gleba Enemies Fail to Expand Bases

Think i got same problem, one day the expansion stopped. I use artillery, but it covers only one side out of four, the other three sides have no any nests within 100+ hours; turrets also have full hp (i dont have drones to cover defence line with repair packs). I cleared pollution cloud once 200 ...
by MrGergoth
Tue Oct 21, 2025 1:36 pm
Forum: Duplicates
Topic: [2.0.69] Stacked ice texture layer under Crusher texture layer
Replies: 1
Views: 327

[2.0.69] Stacked ice texture layer under Crusher texture layer

10-21-2025, 16-32-17.png
10-21-2025, 16-32-17.png (731.72 KiB) Viewed 327 times
by MrGergoth
Thu Oct 16, 2025 9:44 pm
Forum: Assigned
Topic: [Kovarex] [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
Replies: 3
Views: 689

[Kovarex] [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info

What did you do?
I'm trying to remember how to see parametrisation variables, but I don't see any pop-up window. I go to internet and look for screenshots, and in every screenshot I see a pop-up window, but I don't have one. By randomly clickin within 3 min and re-makin blueprint, i discover that ...

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