Search found 108 matches

by Kirk
Sat Apr 25, 2020 8:10 am
Forum: Duplicates
Topic: [0.18.21] Concrete can be placed on water under the right circumstances
Replies: 3
Views: 1208

Re: [0.18.21] Concrete can be placed on water under the right circumstances

Ah, I didn't find the duplicate because I was searching for "concrete".
by Kirk
Sat Apr 25, 2020 7:58 am
Forum: Duplicates
Topic: [0.18.21] Concrete can be placed on water under the right circumstances
Replies: 3
Views: 1208

[0.18.21] Concrete can be placed on water under the right circumstances

So I was spamming concrete around a coastline and I noticed that it would build into the water at my position. This is how to reproduce it: 1. Walk all the way up to a coastline. 2. Increase your concrete brush size to something large. 3. Attempt to walk into the water by holding the relevant moveme...
by Kirk
Mon Mar 16, 2020 4:49 pm
Forum: Ideas and Suggestions
Topic: Sound when successfully copy/pasting an entity
Replies: 11
Views: 2141

Sound when successfully copy/pasting an entity

When you shift click entities to copy over attributes from another entity, I always feel like I should double check if I didn't misclick or whatever, since that happens sometimes (especially with lots of small entities). Some kind of feedback could be nice here, like a sound :)
by Kirk
Thu Mar 12, 2020 4:24 pm
Forum: Not a bug
Topic: [0.18.12] Construction robots only make a clunk sound once in a while
Replies: 5
Views: 1469

[0.18.12] Construction robots only make a clunk sound once in a while

From what I can gather from a forum search, sounds of things were changed in 0.18.7. However, in my experience construction robots (from a personal roboport at least) make no sound at all, except for a "clunk" every 30 seconds or so per 50 robots or so. Was this intentional? The clunk migh...
by Kirk
Thu Mar 12, 2020 4:19 pm
Forum: Not a bug
Topic: [0.18.12] Tank on acid patch cannot drive backwards
Replies: 5
Views: 1817

Re: [0.18.12] Tank on acid patch cannot drive backwards

Yes. In fact, the tanks stops when driving backwards over a patch (or maybe multiple patches).
by Kirk
Thu Mar 12, 2020 3:58 pm
Forum: Not a bug
Topic: [0.18.12] Tank on acid patch cannot drive backwards
Replies: 5
Views: 1817

[0.18.12] Tank on acid patch cannot drive backwards

A tank that finds itself on an acid patch (either by driving over it or by getting splashed by a spitter or worm) cannot drive backwards off the patch. I suspect the slowing effect might be doing this. If this is a by design, it feels rather counter-intuitive.
by Kirk
Thu Mar 12, 2020 3:45 pm
Forum: Duplicates
Topic: [0.18.12] Tank ramming into gate wall gets stuck after personal contruction robot rebuilds wall
Replies: 1
Views: 733

[0.18.12] Tank ramming into gate wall gets stuck after personal contruction robot rebuilds wall

I got in this situation by attempting to drive my tank through the gate and horribly failing, ramming it into one of the sides (with the little lamp on it). The tank destroyed the wall and came to a stop, after which a personal construction robot immediately rebuilt the wall from my inventory. The t...
by Kirk
Thu Mar 12, 2020 3:37 pm
Forum: Duplicates
Topic: [0.18.12] Tank rendered under foliage
Replies: 2
Views: 1061

[0.18.12] Tank rendered under foliage

See the image and the save, I can't really add anything more descriptive.
by Kirk
Wed Mar 11, 2020 3:54 pm
Forum: Not a bug
Topic: [0.18.11] Flamethrower leaves scorch marks on water
Replies: 1
Views: 649

[0.18.11] Flamethrower leaves scorch marks on water

When the flamethrower hits water and the fuel is done burning the water has a scorch mark on it. It looks kinda silly ;)
by Kirk
Wed Nov 13, 2019 10:28 pm
Forum: Not a bug
Topic: [0.17.74] Single square of flamethrower pollution hangs around forever
Replies: 3
Views: 1136

[0.17.74] Single square of flamethrower pollution hangs around forever

I think this might be a bug of sorts, I got this polluted square that does not disappear. If you look at the save file it's north-west to the upper base, just over the small stretch of refined concrete. The pollution was caused by a flamethrower killing worms, I think I saw some trees burning there ...
by Kirk
Wed Nov 13, 2019 10:16 pm
Forum: Ideas and Suggestions
Topic: Cliff explosives should undo placed landfill destroy ores
Replies: 14
Views: 5768

Re: From cliff explosives to removing ores and removing placed landfill

I guess for ore, yeah... but I personally only care about quickly ending the presence of my mortal enemies.

rock.jpg
rock.jpg (94.13 KiB) Viewed 5418 times

PS: Multiplyer => Multiplayer :)
by Kirk
Tue Nov 12, 2019 9:25 am
Forum: Ideas and Suggestions
Topic: Cliff explosives should undo placed landfill destroy ores
Replies: 14
Views: 5768

Re: From cliff explosives to removing ores and removing placed landfill

Came here to suggest allowing the use of Cliff Explosives (possibly renamed to something like Explosive Charge) to destroy my mortal enemies, the rocks :evil:
by Kirk
Mon Aug 12, 2019 9:10 pm
Forum: Ideas and Suggestions
Topic: [0.17.59] Placing upgrade planner in blueprint doesn't upgrade icons
Replies: 3
Views: 1160

Re: [0.17.59] Placing upgrade planner in blueprint doesn't upgrade icons

I haven't really worked with upgrade planners, so I'm not sure what the up or downsides are, but maybe it makes sense mostly for default upgrade paths and/or default generated icon sets.
by Kirk
Thu Aug 08, 2019 8:48 pm
Forum: Ideas and Suggestions
Topic: [0.17.59] Placing upgrade planner in blueprint doesn't upgrade icons
Replies: 3
Views: 1160

[0.17.59] Placing upgrade planner in blueprint doesn't upgrade icons

Not really a bug, but not really a feature request either. So just gonna leave it here.

If you drag an upgrade planner into the little box in the blueprint window that opens when you right-click a blueprint, it upgrades the contents of the blueprint but not its icon(s).
by Kirk
Thu Aug 08, 2019 8:27 pm
Forum: Not a bug
Topic: [0.17.59] Drag-mining non-ghost entities does not remove ghosts
Replies: 4
Views: 1541

Re: [0.17.59] Drag-mining non-ghost entities does not remove ghosts

Wouldn't it make sense to then have the reverse also be true?
by Kirk
Thu Aug 08, 2019 7:58 pm
Forum: Not a bug
Topic: [0.17.59] Drag-mining non-ghost entities does not remove ghosts
Replies: 4
Views: 1541

Re: [0.17.59] Drag-mining non-ghost entities does not remove ghosts

I didn't realize you can overlap ghosts and entities now.

[edit] Looks like one still can't. I don't think I entirely understand what you meant XD [/edit]
by Kirk
Thu Aug 08, 2019 12:18 am
Forum: Not a bug
Topic: [0.17.59] Drag-mining non-ghost entities does not remove ghosts
Replies: 4
Views: 1541

[0.17.59] Drag-mining non-ghost entities does not remove ghosts

Ok, again, I don't know what the intended behaviour is, but I found it a little odd. 1. Left click to place a couple of inserters and shift-click to place a couple of inserter ghosts. 2. Right-click and hold over one of the non-ghost inserters, after it is mined keep holding and move on to the other...
by Kirk
Thu Aug 08, 2019 12:02 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.59] Stuck biter
Replies: 8
Views: 3944

Re: [Oxyd] [0.17.59] Stuck biter

Like that, it looks like it must be something regarding the map topology around that point.

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