Search found 56 matches

by Meddleman
Fri May 16, 2025 6:37 am
Forum: Gameplay Help
Topic: How to upcycle?
Replies: 39
Views: 1363

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: 30
Views: 6791

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
Sun May 04, 2025 5:57 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.45] Blueprint parameter variables show error despite working
Replies: 7
Views: 2127

Re: [Kovarex] [2.0.45] Blueprint parameter variables show error despite working

Same issue here, persisting into 2.0.47. Thought I was going crazy.
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: 4215

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: Assigned
Topic: [GFX] [2.0.19] "Make copper wire" icon has bad contrast on dark background
Replies: 14
Views: 1606

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: 278

[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: 1116

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: 361

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: 410

[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: 694

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: 694

[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: 95262

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: 23520

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: 23520

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 389 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: 4606

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: 4606

[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: 10401

"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 ...
by Meddleman
Fri Jul 27, 2018 4:26 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 39002

Re: Friday Facts #253 - Fans & Fun

D'aww, and here I was hoping that damaged walls would also be shown as cracked and degraded Γ‘ la Age of Empires, not just the little health bar.
Can't have everything I guess, although I'm sure someone's gonna work on a mod for it.

Once again, nice work, it all looks so crisp and professionally ...
by Meddleman
Fri Jul 13, 2018 3:30 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 43352

Re: Friday Facts #251 - A Fistful of Frames

And I was wondering what the hell I should do on my August holidays. Thanks for giving me a good excuse to visit Prague! If anyone wants to meet up for a few beers and a LAN session I'm more than happy to tag along.

Question for the devs, will these computers have 0.17 on them? Or the current 0.16 ...
by Meddleman
Sat Jun 23, 2018 7:41 am
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 39087

Re: Friday Facts #248 - Not Saturday Facts

Twinsen wrote: Oh, and our coding always goes as planned without any problems.
Still, got a nice smooth 60fps there, so we got that going for 0.17, which is nice I guess. ^^

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