Search found 20 matches
- Sat Nov 09, 2024 7:27 am
- Forum: Bug Reports
- Topic: [2.0/SA] Rocket silo "all requests fulfilled" tooltip
- Replies: 0
- Views: 102
[2.0/SA] Rocket silo "all requests fulfilled" tooltip
Hey all, small thing that's been bothering me a bit. Questionable if it's a bug, but it's certainly a QOL-bug Even when there are pending requests, while a rocket is constructing the space platform requests status light shows green with the tooltip "All requests fulfilled" (screenshot) Onc...
- Fri Mar 22, 2019 8:00 pm
- Forum: Not a bug
- Topic: [0.17.17] Burner inserter fuel irregularity
- Replies: 4
- Views: 1530
Re: [0.17.17] Burner inserter fuel irregularity
Ah, thanks for the info. Makes sense - thinking about it, trains are just the same (you don't see the current fuel only the stack)
- Fri Mar 22, 2019 6:35 pm
- Forum: Not a bug
- Topic: [0.17.17] Burner inserter fuel irregularity
- Replies: 4
- Views: 1530
[0.17.17] Burner inserter fuel irregularity
Hi,
If you manually feed an out-of-fuel burner inserter rocket fuel, the graphic that shows up is still the coal one but the energy burn rate appears to be correct (veeeeeeeery slow)
Not much to say than that, odd little bug!
If you manually feed an out-of-fuel burner inserter rocket fuel, the graphic that shows up is still the coal one but the energy burn rate appears to be correct (veeeeeeeery slow)
Not much to say than that, odd little bug!
- Tue Mar 12, 2019 9:36 am
- Forum: Ideas and Suggestions
- Topic: Status tooltip for ghost entities
- Replies: 1
- Views: 1040
Status tooltip for ghost entities
TL;DR A way of seeing the construction logistic status for ghosts What ? Since 0.17 the new status tooltip was introduced for inserters and assembly machines that shows what it is doing. For example, "Waiting for source items", "Working", and "Item ingredient shortage"...
- Sat Jan 19, 2019 10:34 pm
- Forum: Balancing
- Topic: Logistics Chests - Configurable cap on concurrent worker actions
- Replies: 3
- Views: 2132
Re: Logistics Chests - Configurable cap on concurrent worker actions
Thanks for the suggestions! I extensively use discrete networks just now and have now dabbled in feeder chests to emulate the behaviour I described. Both work well enough for what they are. I thought I'd post this as the latter I believe the devs see discrete networks as broadly undesirable behaviou...
- Fri Jan 11, 2019 3:04 pm
- Forum: Balancing
- Topic: Logistics Chests - Configurable cap on concurrent worker actions
- Replies: 3
- Views: 2132
Logistics Chests - Configurable cap on concurrent worker actions
Yo So at the moment, logistic chests don't have a cap on the number of requests or deliveries that can be made at once. This leads to some undesirable surging behaviour if you start loading high volumes - say for example, an ore train. If you try to load an ore train from a robo-mine an entire facto...
- Fri Dec 28, 2018 2:29 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176310
Re: Friday Facts #275 - 0.17 Science changes
Ohhh, you're visiting tech trees. Back in January there was a FF about bots vs belts . This significantly impacted my gameplay this year - now my 3000 science 2 rocket per minute base is back to 90% belt+train factories rather than 90% robot factories. It is visually appealing - you can see the good...
- Fri Aug 17, 2018 3:24 pm
- Forum: Ideas and Suggestions
- Topic: (QoL) Reskin the world model for Low Density Structures
- Replies: 0
- Views: 726
(QoL) Reskin the world model for Low Density Structures
What?
Reskin the world model for Low Density Structures to one that has higher contrast with beltsWhy?
They're nearly invisible on beltsAre you sure?
- Sat May 19, 2018 12:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.43] Crash Report (was afk)
- Replies: 1
- Views: 2542
[kovarex] [0.16.43] Crash Report (was afk)
I wasn't doing anything actively at the time, I had just sat back in my chair to check my phone!
Here's the logs:
Here's the logs:
- Thu May 03, 2018 9:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.40] Train signals no longer working
- Replies: 33
- Views: 17929
Re: [0.16.40] Train signals no longer working
My save / mod combination also exhibits this problem. I didn't save and rolled back to 16.39, all good again.sd
- Tue May 01, 2018 8:40 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.36] Crash on: "Train::resolveRailTransition"
- Replies: 1
- Views: 1014
[kovarex] [0.16.36] Crash on: "Train::resolveRailTransition"
Hope the log files are useful. I was just derping around laying belts, there was also some blueprinting/deconstructing/constructing activity going on at the same time.
Game: 0.16.36
Mods: LoaderRedux 1.2.5, op_train_speed 1.0.7
Game: 0.16.36
Mods: LoaderRedux 1.2.5, op_train_speed 1.0.7
- Tue Mar 27, 2018 7:30 pm
- Forum: Balancing
- Topic: Rail Upkeep
- Replies: 3
- Views: 2286
Rail Upkeep
This is something that's bothered me for a while - there's no disadvantage to rail creeps. Except in the very very very early game when trains have just been researched, I've felt completely unlimited by rails. Once you have a blueprint to lay down two (or later four) lines together, even in vanilla...
- Mon Jan 01, 2018 2:30 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1816
- Views: 588665
Re: Simple Questions and Short Answers
Is it intended that productivity modules become relatively irrelevant in late game mining? My baseline mining bonus from research is 272% and each productivity 3 is only a further 10% additive (for a total of 302%), rather than multiplicative which would be 354% However, the pollution and speed debu...
- Sun Dec 31, 2017 7:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Still having requester problems
- Replies: 15
- Views: 7840
Re: [0.16.12] Still having requester problems
I did some science In my save file, deconstructing the roboports applicable to the requester chests, and then rebuilding them, sometimes allows requests to resume. BUT deconstructing the chests (like in the OP) and rebuilding them in the same place does nothing After a while, they just stopped worki...
- Sun Dec 31, 2017 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Still having requester problems
- Replies: 15
- Views: 7840
[Rseding91] [0.16.12] Still having requester problems
In this save, Low density parts are not being flown from buffer chests to requester chests
I've re-made both sets of requesters and buffers
I've re-made both sets of requesters and buffers
- Sat Dec 30, 2017 9:26 pm
- Forum: Duplicates
- Topic: [0.16.10] Steel won't be flown from Buffer to Requester
- Replies: 1
- Views: 1008
Re: [0.16.10] Steel won't be flown from Buffer to Requester
Hi,
This is still (not) happening in 16.11
edit: Recreating the buffer chests fixed it, rather than the requesters
This is still (not) happening in 16.11
edit: Recreating the buffer chests fixed it, rather than the requesters
- Sat Dec 30, 2017 4:52 pm
- Forum: Duplicates
- Topic: [0.16.10] Steel won't be flown from Buffer to Requester
- Replies: 1
- Views: 1008
[0.16.10] Steel won't be flown from Buffer to Requester
Quite simple- I'm in the process of meshing together all my previous individual logistics networks into one using the new buffer chests to avoid infinite loops. Steel however isn't being flown from a buffer (or at all?) to a requester, despite the tick. Other materials (like blue chips) are being fl...
- Thu May 18, 2017 6:21 pm
- Forum: Not a bug
- Topic: [0.15.12] Ctrl+click speedmods into a factory deletes them
- Replies: 1
- Views: 1074
[0.15.12] Ctrl+click speedmods into a factory deletes them
Very simple to reproduce! https://www.youtube.com/watch?v=eQYsSOfXxuc Take a factory 2 or factory 3 that is set to produce rocket control units . It doesn't matter if it already has modules in it. Control click speedmodules into it *poof* now your entire in-hand stack is vanished and none go into th...
- Mon May 15, 2017 2:58 pm
- Forum: Not a bug
- Topic: [0.15.10] Personal construction robots dont use chests
- Replies: 4
- Views: 2321
Re: [0.15.10] Personal construction robots dont use chests
Ok, fair enough. One question though,
Why aren't the 60 logistics bots in the roboport adjacent to me taking from my auto trash?
Why aren't the 60 logistics bots in the roboport adjacent to me taking from my auto trash?
- Mon May 15, 2017 2:37 pm
- Forum: Not a bug
- Topic: [0.15.10] Personal construction robots dont use chests
- Replies: 4
- Views: 2321
[0.15.10] Personal construction robots dont use chests
I was torn whether to post this to bug reports or balancing. It doesn't seem like a bug in the sense of it being a regression, it's just really easy to lock yourself into a really lame gameplay situation. Please move if you feel appropriate Here's the scenario: I've Red-x'd a bunch of ore chests. Th...