Search found 11 matches

by rosilisk
Fri Dec 13, 2024 3:36 pm
Forum: Ideas and Suggestions
Topic: Set requests for space platform hub via circuit signals
Replies: 12
Views: 4277

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 ...
by rosilisk
Thu Mar 28, 2019 2:45 pm
Forum: Duplicates
Topic: [0.17.21] Cliff not exploded after shift+click with blueprint
Replies: 2
Views: 1309

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 ...
by rosilisk
Thu Mar 28, 2019 12:20 am
Forum: Duplicates
Topic: [0.17.21] Cliff not exploded after shift+click with blueprint
Replies: 2
Views: 1309

[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 ...
by rosilisk
Thu May 18, 2017 1:24 am
Forum: Not a bug
Topic: [15.11] Mapzoom Bug
Replies: 32
Views: 14646

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.
by rosilisk
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: 2673

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.
by rosilisk
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: 2673

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 ...
by rosilisk
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: 2673

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 ...
by rosilisk
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: 2673

[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 ...
by rosilisk
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: 2858

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 ...
by rosilisk
Thu Mar 09, 2017 6:16 pm
Forum: Angels Mods
Topic: Manually Unlock Pellet Press Mk4
Replies: 1
Views: 1728

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 ...
by rosilisk
Thu Oct 13, 2016 2:53 am
Forum: Not a bug
Topic: Logistic Robots deliver too much!
Replies: 5
Views: 8004

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 ...

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