Search found 518 matches

by Yoyobuae
Wed Aug 05, 2026 8:43 pm
Forum: Not a bug
Topic: [2.1.12] "Read pipeline contents" circuit connection does not read the content of pumps feeding into pipeline
Replies: 3
Views: 239

Re: [2.1.12] "Read pipeline contents" circuit connection does not read the content of pumps feeding into pipeline


Thanks for the report, but this is not a bug. The "pipeline" only includes the pipes, not the pumps.

But there's no way at all to include the pumps in circuit network calculations, because pumps lack a "Read contents" feature.


Even if it had worked like you expected, it would still overshoot ...
by Yoyobuae
Tue Aug 04, 2026 4:16 pm
Forum: Not a bug
Topic: [2.1.12] "Read pipeline contents" circuit connection does not read the content of pumps feeding into pipeline
Replies: 3
Views: 239

[2.1.12] "Read pipeline contents" circuit connection does not read the content of pumps feeding into pipeline

What did you do?
I have two pumps feeding into a pipeline, one pump feeds crude oil and one pump feeds water, and then this pipeline connected to both inputs of an oil refinery with Adv Oil Processing recipe set.

There's a circuit connecting the oil refinery, a pipe and both pumps with the ...
by Yoyobuae
Sun Jun 28, 2026 7:59 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.7] Fluids in connected storage deleted on recipe change
Replies: 5
Views: 1467

Re: [2.1.7] Fluids in connected storage deleted on recipe change

Rseding91 wrote: Sun Jun 28, 2026 7:52 pm Can you make a new report with the details?
Made new report here.
by Yoyobuae
Sun Jun 28, 2026 7:58 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.8] Fluids in pipeline still voided when recipe is changed via blueprint or copy/paste settings
Replies: 1
Views: 611

[2.1.8] Fluids in pipeline still voided when recipe is changed via blueprint or copy/paste settings

The issue reported here seems to only have been fixed in 2.1.8 when switching from a recipe that requires fluid to the "no recipe set" state. Setting recipe by circuits always goes thru the "no recipe set" state.

Fluid is still voided when switching recipe by other methods from a recipe requiring a ...
by Yoyobuae
Sun Jun 28, 2026 7:47 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.7] Fluids in connected storage deleted on recipe change
Replies: 5
Views: 1467

Re: [2.1.7] Fluids in connected storage deleted on recipe change

This issue seems to only have been fixed in 2.1.8 when switching from a recipe that requires fluid to the "no recipe set" state. Setting recipe by circuits always goes thru the "no recipe set" state.

Fluid is still voided when switching recipe by other methods from a recipe requiring a fluid to a ...
by Yoyobuae
Fri Jun 12, 2026 2:44 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 388
Views: 61209

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

raiguard wrote: Fri Jun 12, 2026 1:16 pm Smoothie pipe setups such as this one will continue to work. The fluid mixing prevention only occurs on machines with passthrough ports, such as boilers, steam engines, and electromagnetic plants.
And also space platform thrusters? And also do thrusters remain unflippable?
by Yoyobuae
Thu Dec 05, 2024 5:00 am
Forum: Resolved Problems and Bugs
Topic: [2.0.16] Holmium Plate not producing at stated rate
Replies: 9
Views: 7160

Re: [2.0.16] Holmium Plate not producing at stated rate

Ok, someone else mentioned that all machines are limited to 4300 fluid/s input, and they are mostly correct. But it's not a limit of the machine but a limit of the fluidboxes for recipes. Holmium plates recipe doesn't show that limit.

There needs to be a more generalized solution than what was ...
by Yoyobuae
Sun Dec 01, 2024 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.16] Holmium Plate not producing at stated rate
Replies: 9
Views: 7160

Re: [2.0.16] Holmium Plate not producing at stated rate

This also happens to max speed Foundry with molten metal from lava recipes. This foundry can never reach the nominal 9600k/s lava consumption the tooltip claims:
Screenshot_2024-12-01_13-40-18.jpg

Again this is a problem of the input fluid box being too small. As this fluidbox fills up it slows ...
by Yoyobuae
Thu Nov 21, 2024 9:49 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 26106

Re: Gleba early game should be made easier significantly

Or just bring a car, lol:
https://streamable.com/p2pow5
Explanation: Someone decided that stomper's stomps do exclusively "Impact" type damage. Car (and other vehicles) have -50 impact dmg reduction. Only big stompers have enough damage to power thru that.


I mean, with the right knowledge ...
by Yoyobuae
Wed Nov 20, 2024 6:56 pm
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 26106

Re: Gleba early game should be made easier significantly



Would be nicer if the evolution curves where adjusted to be something more like Nauvis, where the stronger enemies are introduced gradually.


Actually, Gleba enemies and spawn rates were rebalan ed in 2.0.17, so it should already feel smoother.


As the above reply says, the rebalance does ...
by Yoyobuae
Wed Nov 20, 2024 12:35 am
Forum: Balancing
Topic: Went to Gleba first -- how to deal with stompers?
Replies: 16
Views: 19536

Re: Went to Gleba first -- how to deal with stompers?


Spidertron is late Gleba tech, and we're talking about early(ish) bases.

Have you actually tried those two ? I kind of doubt even uranium turrets and uranium tank can do damage fast enough to not get stomped on. Also, you might not have uranium ordnance yet, and this would make your defenses stop ...
by Yoyobuae
Tue Nov 19, 2024 3:04 pm
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 26106

Re: Gleba early game should be made easier significantly

Would be nicer if the evolution curves where adjusted to be something more like Nauvis, where the stronger enemies are introduced gradually.

When you start on Nauvis there's only small biters, not even spitters spawn. In Gleba you could land, walk a stone's throw away and run into a stomper which ...
by Yoyobuae
Tue Nov 19, 2024 2:54 pm
Forum: Balancing
Topic: Make Gleba unlock depend on yellow pack or power armor
Replies: 1
Views: 1222

Re: Make Gleba unlock depend on yellow pack or power armor

A tank is more than enough to deal with enemies on Gleba, and that only needs up to chemical science pack.
by Yoyobuae
Wed Nov 06, 2024 2:48 pm
Forum: Not a bug
Topic: the amount of biofuel that exists at this moment after manufacturing starts is inconsistent with the amount of output si
Replies: 1
Views: 729

Re: the amount of biofuel that exists at this moment after manufacturing starts is inconsistent with the amount of outpu

The amount of ingredients being used in the current crafting cycle are included in the "Read contents" signal. Fuel/food is not included.

It says so on the description tooltip:
Screenshot_2024-11-06_09-42-32.png
Screenshot_2024-11-06_09-42-32.png (204.94 KiB) Viewed 700 times
by Yoyobuae
Tue Nov 05, 2024 5:01 pm
Forum: Minor issues
Topic: It's possible to get science - softlocked on Vulcanus.
Replies: 18
Views: 11411

Re: It's possible to get science - softlocked on Vulcanus.

Also need Solar Energy research. Otherwise it's not possible to bootstrap the first power.

Absolute most minimal power setup possible in Vulcanus:
Screenshot_2024-11-05_12-03-34.png

With only the required tech for Vulcanus discovery one has access to both chem plants and pumpjacks. But not ...
by Yoyobuae
Mon Nov 04, 2024 6:57 pm
Forum: Duplicates
Topic: [2.0.14] Idle or frozen Pentapods
Replies: 7
Views: 3300

Re: [2.0.14] Idle or frozen Pentapods


b]Possibly related, but probably not[/b]
I also notice I get a lot of "destroyed building" errors when pentapods walk over the mines I put down. I don't recall seeing notifications about those on Nauvis with biters. Maybe it's the interaction between mines and pentapods that break the groups ...
by Yoyobuae
Mon Nov 04, 2024 5:53 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.14] Bogus pipeline overextended warnings where there shouldn't be any
Replies: 2
Views: 4383

[boskid][2.0.14] Bogus pipeline overextended warnings where there shouldn't be any

Noticed that when building certain L-shaped pipelines that are too long, some additional "Pipeline has been overextended" warnings may pop-up in a place that makes no sense at all considering the pipeline limit rules. The attached save file is already focused on the bogus warning when you load it ...

Go to advanced search