Not sure if this is intended behavior or not, but it's been striking me as very unintuitive when you drag to replace belts and splitters are left unchanged.
https://cdn.discordapp.com/attachments/ ... hOwclQ.mp4
Search found 17 matches
- Sun Feb 26, 2023 1:37 pm
- Forum: Not a bug
- Topic: [1.1.76] Splitters not replaced with belt quick replacement?
- Replies: 0
- Views: 464
- Sat Jan 09, 2021 10:07 pm
- Forum: Ideas and Suggestions
- Topic: Toggle individual Personal Request slots on/off?
- Replies: 0
- Views: 609
Toggle individual Personal Request slots on/off?
I don't always need to be a walking arsenal of rockets, shotgun shells, and turrets. I'd like to be able to disable specific personal logistics slots on the fly so I'm not bombarded with unwanted bots the second I walk into roboport range. It seems like that could be a natural addition to the middle...
- Fri Aug 23, 2019 10:04 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 111828
Re: Friday Facts #309 - Controversial opinions
"Weapons shouldn't lock on" I've looked at the gifs on Klonans mod and think that all the bullets having travel time could be a nice change, were something like that to be implemented. "Biters should be more aggressive, and probe your defenses" 100% agree with this. I enjoy figh...
- Mon Mar 18, 2019 11:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Error Chunk.cpp:682: Trying to make chunk at unreasonable position [-262083, -262104]
- Replies: 2
- Views: 2167
- Mon Mar 18, 2019 1:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Error Chunk.cpp:682: Trying to make chunk at unreasonable position [-262083, -262104]
- Replies: 2
- Views: 2167
[0.17.14] Error Chunk.cpp:682: Trying to make chunk at unreasonable position [-262083, -262104]
https://drive.google.com/file/d/14Iu85HeTZeiL6qXe6Id_YAs-5rLemtiJ/view?usp=sharing save https://drive.google.com/file/d/1Kh2mm0ZdrshoLT7BYpsLCKEo9_B06PkP/view?usp=sharing log, Rampant 17.8 version https://drive.google.com/file/d/1klNsLackkxFVvF2drSbk0vygD4ldc5B2/view?usp=sharing log, Rampant 17.9 ve...
- Sun Mar 10, 2019 4:07 pm
- Forum: Ideas and Suggestions
- Topic: In regards to specifying a constant number
- Replies: 1
- Views: 979
In regards to specifying a constant number
Any way that you guys could add an up/down arrow? Specifying 2s of inactivity on trains is kinda annoying, lol. (Is a lefty and remaps EVERYTHING.) If it went up and down in the same increments that the current slider bar did that'd also be great. Places I see the slider bar and would also want the ...
- Thu Jul 12, 2018 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Health bar on huge entities displayed incorrectly
- Replies: 1
- Views: 2726
[0.16.51] Health bar on huge entities displayed incorrectly
I've a modded structure that is 17x18 in my game, and whenever it takes damage the health bar displayed does some interesting things. Green bar in the middle of a grey bar, part of the bar's graphic changed to something else entirely, both red and green showing up on either end of the bar with grey ...
- Fri Dec 22, 2017 1:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 12361
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
How many people would rather have devs maintaining this practically irrelevant feature... Part of the information displayed was stacked on itself. Not what I'd consider broken, personally, when there was a second, fully functional display of the same information visible at the same time. And having...
- Thu Dec 21, 2017 11:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 12361
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Thanks for the report, I solved this bug for the next version by removing the feature of disconnecting wagon parts and so this gui won't exist anymore. ...Well this sure seems like the nuclear option for what may have been able to be solved by moving the text above the fluid icons. I don't know spe...
- Thu Jun 08, 2017 12:30 pm
- Forum: Releases
- Topic: Version 0.15.19
- Replies: 19
- Views: 20989
Re: Version 0.15.19
I'll echo this request.Is there a chance we could get an option to have the game start in maximized windowed mode?
- Wed May 24, 2017 12:54 am
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 18094
Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Rapid discharge accumulators would be nice for those using a mostly vanilla mod pack. Otherwise a person could probably pick up Bobs or something else, I'd imagine. Speaking of bobs mods and regarding the case where copper wires are treated as a single circuit: bobs throws in different types of wire...
- Mon May 22, 2017 5:54 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 18094
Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Looks like I'll need to try updating my server and seeing if that fixes the desync problem. I didn't realize I was running an older version at the time - it was current when it started
- Sun May 21, 2017 8:36 pm
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 18094
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
Multiplayer desync and failure to reconnect after six attempts. Happened immediately when I connected a red wire from a big pole to a transformer.
The mods in use: https://u.nya.is/lvaavd.zip
The desync report(contains maps): https://u.nya.is/cydakk.zip
Hope this helps!
The mods in use: https://u.nya.is/lvaavd.zip
The desync report(contains maps): https://u.nya.is/cydakk.zip
Hope this helps!
- Sat May 20, 2017 11:07 am
- Forum: Mods
- Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
- Replies: 46
- Views: 18094
Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance
Bug report, I suppose? Deconstruction planner and bots both are unable to interact with the unpowered small wooden poles, or ' Unknown Key:"entity-name.small-electric-pole-disabled" '. works just fine if they do have power though. I'm not far enough along that I can test with the bigger po...
- Sat May 06, 2017 9:57 am
- Forum: Resolved Problems and Bugs
- Topic: [for 0.16] [0.15.4] Fairly serious framerate issues
- Replies: 41
- Views: 17896
Re: [0.15.4] Fairly serious framerate issues
An update to what I had posted earlier: it only seems to affect me in multiplayer games, even when the server is literally sitting four feet behind me. I'd attribute it to lag time, but I'm not 100% certain that's the case. If I'm in a single player game though, the game runs perfectly. I don't thin...
- Tue May 02, 2017 2:30 am
- Forum: Resolved Problems and Bugs
- Topic: [for 0.16] [0.15.4] Fairly serious framerate issues
- Replies: 41
- Views: 17896
Re: [0.15.4] Fairly serious framerate issues
Copypasta'd, VRAM added to bottom.
intel i7-6700K 4.00GHz
M.2 Hard Drive
32gb ram
Nvidia GeForce GTX 980M
4gb VRAM, plus 4gb shared system memory according to the properties menu.
intel i7-6700K 4.00GHz
M.2 Hard Drive
32gb ram
Nvidia GeForce GTX 980M
4gb VRAM, plus 4gb shared system memory according to the properties menu.
- Sun Apr 30, 2017 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [for 0.16] [0.15.4] Fairly serious framerate issues
- Replies: 41
- Views: 17896
Re: [0.15.4] Fairly serious framerate issues
I've also been having issues since the 15.1 patch on both normal and high sprite resolution settings, high Vmem. I get some kind of framerate stuttering or noticeable drop in smootheness that happens seemingly whenever the notion occurs to it: low zoom, high zoom, in trees, in factory, riding the tr...