Search found 59 matches

by Meddleman
Fri Sep 26, 2025 11:35 pm
Forum: Bug Reports
Topic: [2.0.55] Crash removing screen mechanically "DrawCommandBatch.cpp:594: Failed to get buffer for 4 vertices."
Replies: 4
Views: 610

Re: [2.0.55] Crash when removing screen.

Unsure if directly related, but some laptops have... interesting ...power saving/efficiency strategies when idling.

Even when powered from a cord, the screen will go to black and into a kind of semi sleep mode. If this happens often/long enough, the game will crash amd show an error box, citing a ...
by Meddleman
Fri Sep 26, 2025 11:24 pm
Forum: Bug Reports
Topic: [2.0.66] Black bar in rocket cargo pod when engineer is inside
Replies: 1
Views: 253

Re: [2.0.66] Black bar in rocket cargo pod when engineer is inside

Could it be a censor bar? It's pretty cramped in those cargo pods. :D
by Meddleman
Fri Sep 26, 2025 11:11 pm
Forum: Bug Reports
Topic: [2.0.62] Pipette does not work on all signals
Replies: 4
Views: 578

Re: [2.0.62] Pipette does not work on all signals

Probably already known but I should point out that there is also a marked difference between Remote-View pipetting and Active-Player pipetting, with Remote-View able to pipette far more than Active-Player.

Reproducible in, for instance, the Decider combinator UI when quickly shorthanding ...
by Meddleman
Fri May 16, 2025 6:37 am
Forum: Gameplay Help
Topic: How to upcycle?
Replies: 148
Views: 29328

Re: How to upcycle?

NineNine wrote: Sun May 11, 2025 12:35 am Here I'm making Legendary cargo bays. You can make almost any other Legendary item this same way.
Not sure why you use Quality modules when assembling guaranteed legendary. There isn't any higher quality level to achieve unless using a mod.
by Meddleman
Wed May 07, 2025 10:30 am
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 285
Views: 35053

Re: Ban quality modules from asteroid crushers

@CyberCider/OP


If you like the game to be more difficult for you, make it more duifficult FOR YOU. Try to leave everybody else out of your personal preferences, thank you very much.

+1

Refocusing to OP's original topic, despite by cheese, by oversight or by unintended emergent gameplay or not ...
by Meddleman
Thu Dec 26, 2024 11:37 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [2.0.15] Asteroid Collector circuit filter not working one tick after item removed
Replies: 11
Views: 5472

Re: [boskid][2.0.15] Asteroid Collector circuit filter not working one tick after item removed


Now i hate the ignore-self-output behavior of asteroid collector but i have no alternatives for it.


I'm not sure if this current setup is the intended goal design for an asteroid collector self-regulating its own inventory, but this ain't it.
The game and community has worked with the self ...
by Meddleman
Tue Dec 17, 2024 12:07 pm
Forum: Resolved Problems and Bugs
Topic: [GFX] [2.0.19] "Make copper wire" icon has bad contrast on dark background
Replies: 14
Views: 2342

Re: [GFX] [2.0.19] New copper wire icon has bad contrast when used in tips&tricks


I don't care about it looking like copper. ...there is no more context for the material it is made of


To be fair, the context is now the color of the connection you see in the world view between machines/poles/combinators/power-switches. That is copper/brass colored - as it always has been ...
by Meddleman
Thu Oct 24, 2024 1:18 pm
Forum: Ideas and Suggestions
Topic: [2.0.10] Inconsistent Wait Condition Naming
Replies: 0
Views: 386

[2.0.10] Inconsistent Wait Condition Naming

This is not a *bug* per se, or even specific to 2.0.10 or even 2.0 for that matter. This issue has been around a while.
Could also simply be a localisation issue for specifically english.

Discussed briefly in the discord's #train-help, specifically for "Cargo" / "Item Count" it might be worth using ...
by Meddleman
Wed Oct 23, 2024 7:13 am
Forum: Assigned
Topic: [Lou][2.0.9] Gun turret cannot be rotated
Replies: 9
Views: 1658

Re: [2.0.9] Gun turret cannot be rotated

Perhaps not once placed, but it is possible to set their initial rotation while held in hand, before placement.

Unsure if rotating already-constructed turrets is a completely desired behaviour, since some turrets you want to have always generally facing the same way, and an errant keypress would ...
by Meddleman
Tue Oct 22, 2024 7:12 pm
Forum: Duplicates
Topic: [2.0.8] crash making blueprint (updateEditabilityOfSnapToGrid)
Replies: 3
Views: 559

Re: [2.0.8] crash making blueprint (updateEditabilityOfSnapToGrid)

Can confirm, just tried myself. Same instructions. Log attached.
by Meddleman
Tue Oct 22, 2024 11:17 am
Forum: Assigned
Topic: [Lou][2.0.8] Fast replacing undergound belts now rotates item in hand
Replies: 1
Views: 642

[Lou][2.0.8] Fast replacing undergound belts now rotates item in hand

[2.0.8] Fast-Replace Tunnel Pairs Rotation & Click-Drag Fast-Replace Tunnel Single-End Removal
To start, this is not a game-breaking bug, at best a low-priority improvement for QoL.

(a) Fast-Replace Tunnel Pairs Rotation
(b) Click-Drag Fast-Replace Tunnel Single-End Removal

What did you do ...
by Meddleman
Thu Dec 14, 2023 6:01 am
Forum: Duplicates
Topic: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
Replies: 2
Views: 848

Re: [1.1.100] Crash after confirming "999..." input in CC Signal Value field

Duplicate indeed, my bad, should've searched better. πŸ˜…

Many thanks regardless.
by Meddleman
Wed Dec 13, 2023 11:42 pm
Forum: Duplicates
Topic: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
Replies: 2
Views: 848

[1.1.100] Crash after confirming "999..." input in CC Signal Value field

[1.1.100] Crash after confirming "999..." input in CC Signal Value field

Description

Pedantics aside, for simplicity I will refer to the upper-/lower-bound/overflow-integer as MAXINT or -MAXINT depending on its sign.

Failing there for being a simpler way to input exactly MAXINT or -MAXINT, I ...
by Meddleman
Sun Nov 01, 2020 3:15 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 104602

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Per the menu backgrounds, I have two kinda broad-ish questions:

1.
We'd like the main menu background to be a real animated simulation of the game, similar to what Transport Tycoon or Rollercoaster Tycoon games have.

The FFF shows a sort of abrupt change from scene to scene, without even a fade ...
by Meddleman
Fri Jun 26, 2020 6:58 pm
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 24782

Re: Version 0.18.34

Oof, my bad. Completely misunderstood the implementation :D
by Meddleman
Fri Jun 26, 2020 6:48 pm
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 24782

Re: Version 0.18.34

Running 18.34 here, on latest beta in Steam.
The Flat GUI for Character/Logistics tabs isn't really implemented. This is running on a pre-18.34 save, so it might have to do with that. No mods.

Video is only 1.88MB in size, so its fairly mobile data friendly.
FlatGUI Not Really Implemented.mp4
(1.89 MiB) Downloaded 428 times
by Meddleman
Thu Jan 02, 2020 4:03 pm
Forum: Minor issues
Topic: [0.17.79] Overlapping electric networks can cause increased power draw
Replies: 6
Views: 5019

Re: [?] Overlapping electric networks can cause increased power draw


What version of the game is that?


17.79, Steam is set to "17.x Latest 0.17 Experimental".... yikes, forgot that in the title.

EDIT: Thanks for the thread cleanup, my bad, that I gotta work on.
A certain image was out of order, namely the mouse-over of an un-accu'd turbine network, which I ...
by Meddleman
Thu Jan 02, 2020 2:10 pm
Forum: Minor issues
Topic: [0.17.79] Overlapping electric networks can cause increased power draw
Replies: 6
Views: 5019

[0.17.79] Overlapping electric networks can cause increased power draw

So quite the wordy title, I wasn't sure how to formulate it concisively.

tl;dr - An electrical consumer, ie. a lamp, connected to multiple seperate electric networks (by means of coverage-overlap) will multiply the effective draw from an electrical supply, ie. turbine according the number of ...
by Meddleman
Mon Aug 20, 2018 1:29 pm
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 22
Views: 13656

"Each" Signal Choice as Stack Size Control Signal

TL;DR
Please add the "Each" signal choice as a Stack Size Control Signal to Inserters to allow more finely tuned control.


What ?
Are there plans to add the "Any", "Every", or preferably the "Each" signal choice as the Control Signal to Inserters when overriding Stack Sizes?
The idea is to ...

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