Search found 52 matches
- Sat Feb 08, 2025 6:06 pm
- Forum: Releases
- Topic: Version 2.0.34
- Replies: 45
- Views: 20407
Re: Version 2.0.34
I don't see an entry on recycling yet I get this message when loading a 2.0.33 save:

- Thu Oct 24, 2024 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Quick transfer for ghost stacks
- Replies: 0
- Views: 233
Quick transfer for ghost stacks
TL;DR
Ghost stacks in hand should behave like normal stacks with quick transfer
What ?
With a ghost stack in hand, ctrl+click inserts a full stack into an entity. ctrl + right click inserts a half stack as per the normal stack transfer.
Why ?
Right now, the behaviour is inconsistent with the ...
Ghost stacks in hand should behave like normal stacks with quick transfer
What ?
With a ghost stack in hand, ctrl+click inserts a full stack into an entity. ctrl + right click inserts a half stack as per the normal stack transfer.
Why ?
Right now, the behaviour is inconsistent with the ...
- Fri Jul 19, 2019 7:26 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 307016
Re: Friday Facts #304 - Small bugs; Big changes
Lots to love in this update, including that basic oil now only uses oil on the right side of the refinery. This means we can at least make the design without the "cannot mix fluids" pop up. Because let's face it, experienced players plan for the water from the start.
I don't disagree with some ...
I don't disagree with some ...
- Fri Feb 01, 2019 8:06 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 118527
Re: Friday Facts #280 - Visual Feedback is the king
Always love reading the FFF. This time though, for the first time ever, my jaw dropped. I had to stop or I'd start drooling. LOVE this new UI already. Can't wait to start a new rail world!
- Sat Aug 12, 2017 11:01 pm
- Forum: Duplicates
- Topic: [0.15.33] Digit 8 not rendering
- Replies: 1
- Views: 1460
[0.15.33] Digit 8 not rendering
I think that the digit 8 not being rendered for inventory and inventory changes. There is a blank space instead. See screenshot (ignore top part, I screwed up in paint).
I've also noticed once that a stack of items had no quantity count displayed. When I used one of them, the number 7 appeared as ...
I've also noticed once that a stack of items had no quantity count displayed. When I used one of them, the number 7 appeared as ...
- Fri Jun 30, 2017 4:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.25] Drag to place from initial stack size 1 fails
- Replies: 1
- Views: 2279
[0.15.25] Drag to place from initial stack size 1 fails
I tried hard but I couldn't find a previous report. Seems strange this hasn't been reported before.
If I place & drag locomotives while running along the track, all 6 of the locomotives will get placed if I start with the stack of 5 in hand. If I start with the stack of 1, the game misses that I ...
If I place & drag locomotives while running along the track, all 6 of the locomotives will get placed if I start with the stack of 5 in hand. If I start with the stack of 1, the game misses that I ...
- Wed Jun 21, 2017 10:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.20] Pipette does not work on signal next to ghost rail
- Replies: 4
- Views: 3560
Re: [0.15.20] Pipette does not work on signal next to ghost rail
Fixed that tile ghosts would always get selected over real entities.
TIL: Don't assume you know the cause when filing the bug report. I'll attach a save next time right away. Glad you still found the real cause with the screenshot

- Wed Jun 21, 2017 10:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.18] Upgrade to yellow assembler causes item explosion
- Replies: 2
- Views: 2728
Re: [Rseding91] [0.15.18] Upgrade to yellow assembler causes item explosion
Occured to me afterwards: maybe this will save Arumba next time his loaders load up a million iron plates into assemblers. Or is that totally unrelated?
- Wed Jun 21, 2017 10:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Construction job assigned, never completed
- Replies: 17
- Views: 9033
Re: [Harkonnen] [0.15.18] Construction job assigned, never completed
Don't feel disheartened. I've had a couple be deemed not a bug too before being addressed. In fact, I'm only batting about 50% in bug to not-a-bug in my reports. 
I'm impressed that you figured out the cause of the bug. Charging never occurred to me as a cause before filing.

I'm impressed that you figured out the cause of the bug. Charging never occurred to me as a cause before filing.
- Tue Jun 20, 2017 2:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.20] [kovarex] Concrete and terrain conversion glitch
- Replies: 10
- Views: 18814
Re: [0.12.20] [kovarex] Concrete and terrain conversion glitch
Fair enough. Thanks for the clarification. Are you interested in a save to easily replicate the issue or is it not worth spamming the forum with 60MB of save file?
- Tue Jun 20, 2017 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Harkonnen] [0.15.18] Construction job assigned, never completed
- Replies: 17
- Views: 9033
Re: [Harkonnen] [0.15.18] Construction job assigned, never completed
Awesome, I look forward to it! 

- Mon Jun 19, 2017 9:56 pm
- Forum: Not a bug
- Topic: [Twinsen] [0.15.x] Belt counter incorrect
- Replies: 5
- Views: 2699
Re: [Twinsen] [0.15.x] Belt counter incorrect
Dang. I feel stupid
Sorry for wasting your time!

Sorry for wasting your time!
- Mon Jun 19, 2017 7:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.20] Pipette does not work on signal next to ghost rail
- Replies: 4
- Views: 3560
Re: [0.15.20] Pipette does not work on signal next to ghost rail

I try not to spam your forum with 60MB saves if the replication is easy

- Sat Jun 17, 2017 3:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.20] [kovarex] Concrete and terrain conversion glitch
- Replies: 10
- Views: 18814
Re: [0.12.20] [kovarex] Concrete and terrain conversion glitch
Just want to highlight that despite (what I understand) significant changes to terrain and terrain generation, this bug is still present in 0.15.20. I haven't found exactly what triggers it but behaviour is consistent. The screenshot shows that 1 row of my concrete triggers the bug, the other one ...
- Sat Jun 17, 2017 2:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.20] Pipette does not work on signal next to ghost rail
- Replies: 4
- Views: 3560
[0.15.20] Pipette does not work on signal next to ghost rail
Pippette won't select signal onto cursor when attempting to use it on a placed (actual, not ghost) signal next to ghost rail. The signal has been placed by bots but I'm out of rail. The behaviour is correct (pipette brings signal on cursor) when first building rail, adding signal and then removing ...
- Fri Jun 16, 2017 6:32 pm
- Forum: Not a bug
- Topic: [Twinsen] [0.15.x] Belt counter incorrect
- Replies: 5
- Views: 2699
- Thu Jun 15, 2017 4:35 pm
- Forum: Not a bug
- Topic: [Twinsen] [0.15.x] Belt counter incorrect
- Replies: 5
- Views: 2699
[Twinsen] [0.15.x] Belt counter incorrect
I fear this one could end up in 1/0 magic but the behaviour is repeatable, although I haven't exactly found out what causes it (yet). My test setup has been running since version 15.18 or so and I am now on 15.20.
Problem: My kovarex setup was built on a looping belt where the centrifuges output ...
Problem: My kovarex setup was built on a looping belt where the centrifuges output ...
- Sun Jun 11, 2017 6:19 pm
- Forum: Minor issues
- Topic: [0.15.19] Train rending incorrect
- Replies: 4
- Views: 2930
Re: [0.15.19] Train rending incorrect
No don't. I can live with a rendering issue I never see. I really like my narrow rail track. Which, coincidentally, I believe to be much closer to the reality than leaving space in between.
- Sat Jun 10, 2017 5:12 pm
- Forum: Minor issues
- Topic: [0.15.19] Train rending incorrect
- Replies: 4
- Views: 2930
[0.15.19] Train rending incorrect
In a marginal case, the train z-layer rendering seems to swap strangely. I've only noticed this on diagonal tracks immediately next to each other so far. It is consistent, but very dependent on the actual location of the two trains next to each other. There is no flicker, the game clearly chooses a ...
- Fri Jun 09, 2017 2:20 pm
- Forum: Not a bug
- Topic: [0.15.18] Deconstruction tile whitelist incorrect on ghosts
- Replies: 6
- Views: 3845
Re: [0.15.18] Deconstruction tile whitelist incorrect on ghosts
As far as I can tell there is no possible filter to separate out a single type of ghost tile for that as there is only the one entity filter for all tile ghosts. I see two strategies:
- build it, then deconstruct using a filter on the type you want removed (actual tile filter). Heavy on robot use I ...
- build it, then deconstruct using a filter on the type you want removed (actual tile filter). Heavy on robot use I ...