Search found 261 matches
- Fri Nov 22, 2024 4:45 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.15] Item Icon overflow while viewing recipe
- Replies: 1
- Views: 254
Re: [Klonan] [2.0.15] Item Icon overflow while viewing recipe
Adding to this, while the above example doesn't occur for me (at least not when playing in English), as of 2.0.21 there are other cases of "total raw" spilling out of the the tooltip. I see it on Spidertron, Mech armor, and just barely on Biolab and Captive Biter Spawner. Presumably it affect ...
- Wed Nov 13, 2024 6:42 am
- Forum: Gameplay Help
- Topic: Help understand power draw in 2.0
- Replies: 14
- Views: 1484
Re: Help understand power draw in 2.0
Roboports. It's always the roboports. They have a pretty big internal "battery" and a crazy draw when they're trying to fill it up. Normally you don't need to worry about this too much, but if they all try to recharge at once for some reason they hit your power network hard. This could be a ...
- Wed Nov 13, 2024 2:33 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.17] Trunk size is not preserved when a vehicle with Toolbelt equipment is picked up
- Replies: 1
- Views: 788
[Rseding91] [2.0.17] Trunk size is not preserved when a vehicle with Toolbelt equipment is picked up
By way of example, I fill the equipment grid of a Tank with Toolbelt equipment, giving it a huge inventory. Then I pick up (mine) the Tank and place it again. The Toolbelts are still in the grid, but its trunk size reverts to the default 80. Removing and re-inserting one of the Toolbelts is ...
- Fri Nov 08, 2024 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan][2.0.16] Platform destination indicators in remote view don't always update (platforms/list)
- Replies: 3
- Views: 1477
[Klonan][2.0.16] Platform destination indicators in remote view don't always update (platforms/list)
First, to clarify what I mean, I'm talking about these things on the list of platforms.
11-08-2024, 12-53-43.png
They update when a platform starts or stops, or when remote view is first opened, but while it remains open they can show outdated information.
I've found two scenarios where this ...
11-08-2024, 12-53-43.png
They update when a platform starts or stops, or when remote view is first opened, but while it remains open they can show outdated information.
I've found two scenarios where this ...
- Fri Nov 08, 2024 7:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [V453000][2.0.16] Electric weapon damage 3 and 4 have the same research cost
- Replies: 2
- Views: 1575
[V453000][2.0.16] Electric weapon damage 3 and 4 have the same research cost
Both cost x1000 of the same 7 science packs. For context, 4 is the first level of infinite research.
I guess this isn't necessarily a bug, perhaps there's some technical or balance reason for it I'm missing, but it breaks the pattern of all other research, so it looks like an oversight to me.
I guess this isn't necessarily a bug, perhaps there's some technical or balance reason for it I'm missing, but it breaks the pattern of all other research, so it looks like an oversight to me.
- Wed Nov 06, 2024 12:34 am
- Forum: Ideas and Suggestions
- Topic: Let cargo bays connect to circuit network
- Replies: 7
- Views: 605
Let cargo bays connect to circuit network
To be clear, I'm only asking for "read contents" mode, and that it return the contents of the entire hub/landing pad it's connected to.
The main reason I want this is so I can both read contents and set requests on a landing pad, by using a cargo bay as an extra access point. So any other solution ...
The main reason I want this is so I can both read contents and set requests on a landing pad, by using a cargo bay as an extra access point. So any other solution ...
- Sun Nov 03, 2024 4:53 pm
- Forum: General discussion
- Topic: Rename rockets (the ones you can shoot from launcher) to missiles
- Replies: 15
- Views: 1373
Re: Rename rockets (the ones you can shoot from launcher) to missiles
They almost never rename items (stack inserter to bulk inserter is the only time I can think of), but I agree, it would be nice if the weapon ammo didn't have the same name.
- Sun Nov 03, 2024 4:49 pm
- Forum: General discussion
- Topic: v2 woes
- Replies: 11
- Views: 1303
Re: v2 woes
Then the .zip downloads from this website will be perfect. They come configured to keep everything (e.g. settings, saves, mods) in their own folder already.150d wrote: Sat Nov 02, 2024 10:03 amYes, that's right.Am I correct in assuming you're running Windows?
- Sun Nov 03, 2024 4:44 pm
- Forum: General discussion
- Topic: Getting cargo from rockets to space platform is such a pain in the ass.
- Replies: 3
- Views: 1186
Re: Getting cargo from rockets to space platform is such a pain in the ass.
You know I was just thinking about this, the game already has what could be a great tool for this. Request groups! If they just added "total weight" to each group, and then a little tickbox for "launch together" it would be perfect.
- Sat Nov 02, 2024 11:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
- Replies: 39
- Views: 38361
Re: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
Got another example:
I doubt you need any more saves at this point, but I've got one set aside and can share it if needed.
Similar to what others have said, it starts working if I fill in the gap above it, e.g. bring the wall down to connect.I doubt you need any more saves at this point, but I've got one set aside and can share it if needed.
- Fri Nov 01, 2024 5:10 pm
- Forum: Releases
- Topic: Version 2.0.14
- Replies: 23
- Views: 13524
Re: Version 2.0.14
The platform delete confirmation and the ability to turn off animated ghosts should both make some people happy.
- Fri Nov 01, 2024 1:41 am
- Forum: Gameplay Help
- Topic: Vulcanus: Kill the worms
- Replies: 32
- Views: 36192
Re: Vulcanus: Kill the worms
The winning strategy for me was lots of turrets plus poison capsules. Specifically, I place around 50 turrets (with a little red ammo in each), then use the poison capsules to lure it into that trap. Poison capsules are great (you can actually use just these if you have enough) because they let you ...
- Fri Nov 01, 2024 12:20 am
- Forum: Implemented Suggestions
- Topic: [2.0.9]Missing confirm deletion dialog on space platforms
- Replies: 20
- Views: 1320
Re: Platform Deletion
Is the 5 minute time window to change your mind not enough or even better than an “are you sure” box?
I really don't think so, personally. In fact it's mostly redundant with autosave. The big risk (which has happened to people on reddit) is that you'll click it, thinking you were just exiting ...
- Wed Oct 30, 2024 4:57 pm
- Forum: Gameplay Help
- Topic: Why are cliff explosives locked behind Space/Metallurgic science pack
- Replies: 8
- Views: 3180
Re: Why are cliff explosives locked behind Space/Metallurgic science pack
Partly it's because Vulcanus is very mountainous (full of cliffs) and if you already had cliff explosives when you got there it would trivialize the challenge of building there, so instead you have to build there first before you can make them.
- Wed Oct 30, 2024 8:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] Heating tower can fast-replace Nuclear reactor
- Replies: 1
- Views: 949
[Rseding91] [2.0.12] Heating tower can fast-replace Nuclear reactor
And vice versa.
To reproduce, simply place a Heating tower or Nuclear reactor and then try to build the other on top of it, unexpectedly you can.
While they do obviously bear some similarity, it doesn't seem like this should occur considering they're not even the same size.
To reproduce, simply place a Heating tower or Nuclear reactor and then try to build the other on top of it, unexpectedly you can.
While they do obviously bear some similarity, it doesn't seem like this should occur considering they're not even the same size.
- Sun Oct 27, 2024 8:06 pm
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 45651
Re: Space Age general Questions
Gone.
/editor, is somewhat similar but a lot less user friendly.
- Sat Oct 26, 2024 12:33 am
- Forum: General discussion
- Topic: Be Neat To See A "1.5 Mode"
- Replies: 2
- Views: 537
Re: Be Neat To See A "1.5 Mode"
Yep, and the recycler comes as part of the quality mod too. No fusion or mech armor though.
- Fri Oct 25, 2024 7:19 pm
- Forum: General discussion
- Topic: Cliff Explosives Feels Terrible
- Replies: 9
- Views: 8629
Re: Cliff Explosives Feels Terrible
Give it a chance, because the new Nauvis terrain generation makes cliffs a lot less annoying IMHO. I'm almost to space and so far having to detour a couple of rails around them is the full extent of the inconvenience they've ever caused. They're now something you can easily see on the map and plan ...
- Fri Oct 25, 2024 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Could we get ctrl + home / end support in multi-line text areas?
- Replies: 1
- Views: 157
Could we get ctrl + home / end support in multi-line text areas?
Previously blueprint descriptions were the only multi-line text areas in the game I think, but with the new Display panels, this type of UI element will now be encountered more frequently during gameplay. Just now I was using a display panel as a to-do list, and wanting to add another item to the ...
- Thu Oct 24, 2024 2:43 am
- Forum: Ideas and Suggestions
- Topic: Simplify inventory sounds (more like 1.1) or add option
- Replies: 9
- Views: 813
Simplify inventory sounds (more like 1.1) or add option
Simply put, I don't like all the noises items make when you handle them in your inventory in 2.0.
Power poles crackle, inserters whir, train signals chime... etc. But it all feels gratuitous and doesn't add anything for me. I would really like an option to disable these new sounds or perhaps tone ...
Power poles crackle, inserters whir, train signals chime... etc. But it all feels gratuitous and doesn't add anything for me. I would really like an option to disable these new sounds or perhaps tone ...