I'm having a similar problem...
I didn't play the game since 0.17, so I'm not sure when this behavior changed, but electric poles aren't acting like before.
Trying to build the rightmost pole gives this chaotic mess of wires:
wire-mess.png
I've noticed the problem in this (very common) situation ...
Search found 56 matches
- Thu Aug 20, 2020 7:12 pm
- Forum: Not a bug
- Topic: [0.18.37] - Inconsistent electric pole connections
- Replies: 5
- Views: 1830
- Sun Apr 26, 2020 1:31 am
- Forum: Minor issues
- Topic: -
- Replies: 14
- Views: 5338
Re: [0.17.2] Shift+R sometimes brings up the Steam Overlay
Still happening...
Disabling "Minimize on focus loss" fix the problem, though.
Disabling "Minimize on focus loss" fix the problem, though.
- Tue Mar 05, 2019 3:38 am
- Forum: Ideas and Suggestions
- Topic: Patterning Blueprints
- Replies: 15
- Views: 8150
Re: Patterning Blueprints
I really like this idea, but I think is much more a mod's job than vanilla's.
- Tue Mar 05, 2019 3:30 am
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 13585
[0.17] Auto queue required research
TL;DR
Queuing a research should queue all required research instead of giving a error message.
What ?
Consider that, in a new world, you want to rush the Fast Inserter technology.
You open the Tech Tree , click in the Fast Inserter icon and click Start Research .
Instead of showing a tooltip ...
Queuing a research should queue all required research instead of giving a error message.
What ?
Consider that, in a new world, you want to rush the Fast Inserter technology.
You open the Tech Tree , click in the Fast Inserter icon and click Start Research .
Instead of showing a tooltip ...
- Tue Mar 05, 2019 3:00 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Reorganize Research Queue
- Replies: 43
- Views: 15079
Re: [0.17] Reorganize Research Queue
Agreed... This is in my wish list for the new tech tree window.
- Tue Mar 05, 2019 2:50 am
- Forum: Implemented Suggestions
- Topic: Saved research progress should be shown before continuing research
- Replies: 18
- Views: 7410
Re: Saved research progress should be shown before continuing research
I have multiple issues with the tech tree window... This is one of them!
- Tue Mar 05, 2019 2:49 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
- Replies: 31
- Views: 9840
Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Agree with OP... If the new arrangement of the tech tree is to make each science research more specific, then using military on power armor II and portable nuclear is a step against it.
- Tue Mar 05, 2019 2:43 am
- Forum: Ideas and Suggestions
- Topic: Quick insert exact number of items
- Replies: 10
- Views: 3476
Re: Quick insert exact number of items
Oh, yes, please!!! It would be of great help in the early stages of the game, where resource micro management is a big part of the job.
- Tue Mar 05, 2019 2:39 am
- Forum: Ideas and Suggestions
- Topic: [17.x] make "autoghostmode" just temporarily
- Replies: 5
- Views: 2438
Re: [17.x] make "autoghostmode" just temporarily
Yes, please... The current auto ghost is kind of annoying, because I'm making the last 6 belts and placing "ghost ghost ghost ghost"...
- Fri Mar 01, 2019 1:32 pm
- Forum: Releases
- Topic: Version 0.17.1
- Replies: 56
- Views: 41519
Re: Version 0.17.1
This means that 5 Burner mining drill will feed 4 Stone furnaces now.ThaPear wrote: Fri Mar 01, 2019 8:06 am The miner creates an item every 4 seconds. The furnace only takes 3.2 to melt it into a plate. This means that there is 0.8 seconds where the furnace is not doing anything.
- Thu Feb 28, 2019 3:56 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 43549
Re: [0.17.1] intro too hard
Let me share my (UX professional biased) experience with the tutorial...
About the first part:
- Compilatron takes forever to explain what (and how) to do next.
- The objectives list checked "mine stone" after first stone was collected, but that isn't enough to make anything.
- Compilatron doesn ...
About the first part:
- Compilatron takes forever to explain what (and how) to do next.
- The objectives list checked "mine stone" after first stone was collected, but that isn't enough to make anything.
- Compilatron doesn ...
- Tue Mar 13, 2018 11:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [0.16.29] Corrupted graphics - SOLVED
- Replies: 19
- Views: 12897
Re: [Posila] [0.16.29] Corrupted graphics - SOLVED
Mistages. Mistages everywhere... :pposila wrote:... made a mistage ...
Fantastic job, by the way... Thank you! = ]
- Fri Jan 19, 2018 6:31 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 48960
Re: Friday Facts #226 - New mod portal & other news
What about the Splitter changes? "Taking more time" means not implementing this for now?
- Wed Jan 10, 2018 6:05 pm
- Forum: Releases
- Topic: Version 0.16.16
- Replies: 100
- Views: 57726
Re: Version 0.16.16
I still think that we should have a "zipper" or a checkbox on splitters to change it's behavior.Tekky wrote:Now the only unintuitive hack that remains to be abolished are underground belts, when being abused for splitting individual belt lanes.
- Thu Jun 29, 2017 6:03 pm
- Forum: Releases
- Topic: Version 0.15.25
- Replies: 13
- Views: 15279
Re: Version 0.15.25
It's because batteries are a better source of energy, a bettery...tincopper2 wrote:"there was a bettery with available energy"
- Fri May 26, 2017 5:49 pm
- Forum: Releases
- Topic: Version 0.15.15
- Replies: 20
- Views: 19166
Re: Version 0.15.15
You guys are the best!
- Sat May 20, 2017 11:42 am
- Forum: General discussion
- Topic: Underground belt lane splitting, anyone else hate it?
- Replies: 97
- Views: 46061
Re: Underground belt lane splitting, anyone else hate it?
The devs "curated" this solution as "the one true solution", but it really looks as ugly as a ugly hack can look.
As I understand, another entity would be ideal.
As I understand, another entity would be ideal.
- Wed May 17, 2017 8:45 pm
- Forum: General discussion
- Topic: Logistic network and combinators
- Replies: 7
- Views: 4004
Re: Logistic network and combinators
because i'm sending the full barrels to remote outposts for mining uranium (and those are not connected to the network), so i want to always have some full barrels available and the total amount to be adjusted upwards when/if i start needing more because of uranium mining expansion
You are adding ...
You are adding ...
- Tue May 16, 2017 1:51 am
- Forum: General discussion
- Topic: Loader Poll - Trying to get an idea of what the opinions are
- Replies: 160
- Views: 67656
Re: Loader Poll - Trying to get an idea of what the opinions are
After reading this posts and tried the ingame loaders I've changed my mind completely...
Loaders aren't overpowered at all, if you consider a commom factory.
The only logistics related item that I wanted implemented was a real lane spliter (I really hate that undergroung belt ugly hack).
But now I ...
Loaders aren't overpowered at all, if you consider a commom factory.
The only logistics related item that I wanted implemented was a real lane spliter (I really hate that undergroung belt ugly hack).
But now I ...
- Tue May 16, 2017 1:04 am
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 60441