Search found 108 matches
- 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".
- 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...
- 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
- Thu Mar 12, 2020 4:41 pm
- Forum: Not a bug
- Topic: [0.18.12] Construction robots only make a clunk sound once in a while
- Replies: 5
- Views: 1469
Re: [0.18.12] Construction robots only make a clunk sound once in a while
Maybe I am too nice for my robots.
- 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...
- 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).
- 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.
- 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...
- 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.
- 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
- Thu Nov 14, 2019 3:09 am
- Forum: Not a bug
- Topic: [0.17.74] Single square of flamethrower pollution hangs around forever
- Replies: 3
- Views: 1136
- 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 ...
- 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.
PS: Multiplyer => Multiplayer
PS: Multiplyer => Multiplayer
- 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
- 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.
- 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).
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).
- 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?
- 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]
[edit] Looks like one still can't. I don't think I entirely understand what you meant XD [/edit]
- 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...
- 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.