Search found 15 matches
- Mon Mar 17, 2025 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Quality should increase train wagons capacity.
- Replies: 12
- Views: 1839
Re: Quality should increase train wagons capacity.
+1 from me, see also viewtopic.php?p=666022#p666022 and viewtopic.php?t=124077.
- Mon Mar 17, 2025 3:46 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 36
- Views: 5350
Re: More Exciting Quality Effects (pls)
+1 from me for quality increasing cargo wagon space in vanilla, see also viewtopic.php?t=124077.
- Mon Mar 17, 2025 3:37 pm
- Forum: Balancing
- Topic: The cargo wagons are too small for DLC
- Replies: 21
- Views: 3264
Re: The cargo wagons are too small for DLC
I'm not sure if this post is the 'canonical' post to recommend that cargo wagons should increase cargo size with quality, but +1 from me. Given the high throughput of inserters and belts, plus the stone and coal requirements for late-game research productivity research, trains no longer feel like ...
- Sat Mar 15, 2025 4:53 pm
- Forum: Ideas and Suggestions
- Topic: Allow use to use "Z" to place modules one at a time in remote view
- Replies: 8
- Views: 1142
Re: Allow use to use "Z" to place modules one at a time in remote view
+1 from me, also. I would personally use this for placing 3 efficiency 1 into a big miner and some more complex mixed-module setups in cryogenic plants.
- Fri Dec 13, 2024 3:36 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 15
- Views: 6303
Re: Set requests for space platform hub via circuit signals
Agreed - this seems like a natural thing to have and it directly addresses an otherwise annoying problem with biter eggs spoiling when not needed for the promethium science pack.
To avoid communication that can't exist otherwise, I don't think the circuit connection should allow one ship to set a ...
To avoid communication that can't exist otherwise, I don't think the circuit connection should allow one ship to set a ...
- Thu Mar 28, 2019 2:45 pm
- Forum: Duplicates
- Topic: [0.17.21] Cliff not exploded after shift+click with blueprint
- Replies: 2
- Views: 1394
Re: [0.17.21] Cliff not exploded after shift+click with blueprint
Yes, those look similar and I wouldn't have posted a new thread if I had found any of those others.
Apologies for posting a duplicate - I searched the bug forums for 'Cliff Explosive' but none of the threads you linked actually include that phrase. Based on the first link, it looks like the issue ...
Apologies for posting a duplicate - I searched the bug forums for 'Cliff Explosive' but none of the threads you linked actually include that phrase. Based on the first link, it looks like the issue ...
- Thu Mar 28, 2019 12:20 am
- Forum: Duplicates
- Topic: [0.17.21] Cliff not exploded after shift+click with blueprint
- Replies: 2
- Views: 1394
[0.17.21] Cliff not exploded after shift+click with blueprint
Typically, shift+click for blueprint placement marks all necessary cliffs for deconstruction via cliff explosives. This has worked fine for me in the past. However, I have a (presumably edge) case where not all cliffs that should be exploded have been exploded. It looks to me like the predictor ...
- Thu May 18, 2017 1:24 am
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 14970
Re: [15.11] Mapzoom Bug
I really liked to manage my base remotely, especially when placing large solar farms. This change makes it much harder, independent of the smoothing between zoom levels. I'd like to add my voice to the people requesting the option to customize the zoom level, or simply revert the change.
- Sun May 14, 2017 10:26 pm
- Forum: Not a bug
- Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
- Replies: 5
- Views: 2780
Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
Furthermore, if I construct a circuit network to launch a rocket *exactly* ever 2 minutes of in-game time, the bug persists. So it's not just a filtering issue.
- Sat May 13, 2017 11:32 pm
- Forum: Not a bug
- Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
- Replies: 5
- Views: 2780
Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
... item production stats doing additional smoothing of the information recorded...
I don't fully understand what you mean by this. What's the width of this smoothing function? Judging by the plot, it's at top-hat with 5 second width in the case of space science.
The window is showing the wrong ...
I don't fully understand what you mean by this. What's the width of this smoothing function? Judging by the plot, it's at top-hat with 5 second width in the case of space science.
The window is showing the wrong ...
- Sat May 13, 2017 4:33 pm
- Forum: Not a bug
- Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
- Replies: 5
- Views: 2780
Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
I reproduced the error in a new world (using the creative mode mod) - the save file for my main world is 70 MB.
When launching two rockets at the same time, the 1 minute production window consistently shows 1.7k space science produced. 20170513112116_1.jpg The 10 minute window shows the correct ...
When launching two rockets at the same time, the 1 minute production window consistently shows 1.7k space science produced. 20170513112116_1.jpg The 10 minute window shows the correct ...
- Fri May 12, 2017 6:21 am
- Forum: Not a bug
- Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
- Replies: 5
- Views: 2780
[0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
Display of the amount of space science packs produced in the 'Production' tab is broken. My base launches two rockets simultaneously using the circuit network, I'm not sure if that's required for the bug to manifest.
Especially with a relatively small window time (1 minute), the amount of packs ...
Especially with a relatively small window time (1 minute), the amount of packs ...
- Fri Apr 28, 2017 1:39 am
- Forum: Resolved Problems and Bugs
- Topic: Sulfuric Acid Recipe Water Cost Not Increased for 0.15
- Replies: 1
- Views: 2943
Sulfuric Acid Recipe Water Cost Not Increased for 0.15
All fluid values were multipled by 10 for 0.15. However, this wasn't done for the water component of sulfuric acid recipe. Before 0.15, it was:
5 Sulfuric Acid, requires:
- 10 Water
- 1 Iron Plate
- 5 Sulfur
In 0.15 it produces 50 sulfuric acid, but still only requires 10 water. I imagine this ...
5 Sulfuric Acid, requires:
- 10 Water
- 1 Iron Plate
- 5 Sulfur
In 0.15 it produces 50 sulfuric acid, but still only requires 10 water. I imagine this ...
- Thu Mar 09, 2017 6:16 pm
- Forum: Angels Mods
- Topic: Manually Unlock Pellet Press Mk4
- Replies: 1
- Views: 1785
Manually Unlock Pellet Press Mk4
I would like to use the Pellet Press MK4 in my factory, but I think it's disabled for now:
Is it intended that pellet press 4 isn't unlockable with research?
Smelting isnt done and will probably revised several times before I'm happy with the outcome, which includes the technologies. You are ...
Is it intended that pellet press 4 isn't unlockable with research?
Smelting isnt done and will probably revised several times before I'm happy with the outcome, which includes the technologies. You are ...
- Thu Oct 13, 2016 2:53 am
- Forum: Not a bug
- Topic: Logistic Robots deliver too much!
- Replies: 5
- Views: 8189
Re: Logistic Robots deliver too much!
I would really like to see this issue fixed - it's a big problem for me.
I'm currently stocking up on items for a big base in vanilla, and I get to low/10k logistics bot used because they're all stuck bouncing between storage chests and failing to deliver. I can provide more info about my specific ...
I'm currently stocking up on items for a big base in vanilla, and I get to low/10k logistics bot used because they're all stuck bouncing between storage chests and failing to deliver. I can provide more info about my specific ...