Search found 46 matches

by Zijkhal
Sun Jul 12, 2026 6:46 am
Forum: Not a bug
Topic: Inconsistency from use of digit grouping
Replies: 3
Views: 319

Re: Inconsistency from use of digit grouping

Usul wrote: Sat Jul 11, 2026 10:14 am no other numerical stat anywhere in the game uses digit grouping.
That is not true, the science production tooltip also uses digit grouping. See this bug report for proof.

And digit grouping most likely also appears on the kill statistics of turrets.
by Zijkhal
Fri Jul 10, 2026 8:10 pm
Forum: Ideas and Suggestions
Topic: Allow setting any entity insertion limit using circuit networks
Replies: 4
Views: 376

Re: Allow setting any entity insertion limit using circuit networks


For example, you would set it higher if you are in a situation where there is a sufficiently large discrepancy between the assembling time of a source item and the recipe itself, and your machines are synced to produce on the same tick (not staggered), without having to use chests (like for trains ...
by Zijkhal
Fri Jul 10, 2026 12:36 pm
Forum: Ideas and Suggestions
Topic: Allow setting any entity insertion limit using circuit networks
Replies: 4
Views: 376

Re: Allow setting any entity insertion limit using circuit networks


Currently, it looks like it's being calculated relatively to the entity consumption rate, and as a multiple of the recipe source item requirement, say for example if you need 1 iron and 3 wires to make an electronic circuit at a rate of 3/s, the insertion limit is something like 3*1 for iron , and ...
by Zijkhal
Mon Jul 06, 2026 4:25 pm
Forum: Ideas and Suggestions
Topic: Allow ghosts to be selected by eyedropper (q button)
Replies: 3
Views: 324

Re: Allow ghosts to be selected by eyedropper (q button)

The pipette tool ("q", or "eyedropper" as OP called it) works perfectly on ghosts for me.

I am using this extensively in my 1000x science cost run to hand build my rail BPs, never had an issue with it not working despite literally spamming it when placing down the combinators for my logistic train ...
by Zijkhal
Sun Jul 05, 2026 11:36 am
Forum: Duplicates
Topic: [2.1.8] Certain rail configuration highlights rail signal location that cannot ever divide segments
Replies: 3
Views: 518

Re: [2.1.8] Certain rail configuration highlights rail signal location that cannot ever divide segments

I've encountered the same issue with essentially the same configuration of rails as OP, the rails are just going the opposite direction, so the signals are on the other side of the track. When placing signals at the boxes circled in red, the signals don't work, suggesting that the signal placement ...
by Zijkhal
Sat Jul 04, 2026 8:38 pm
Forum: Ideas and Suggestions
Topic: Allow things permissible by remote view when out of reach
Replies: 18
Views: 5020

Re: Allow things permissible by remote view when out of reach

I was really hoping this would get implemented in 2.1

It just feels clunky to not be able to so something with the engineer, when I can easily do that same thing from map view. I get caught out by this a lot, and switching to map view and back all the time is just annoying.
by Zijkhal
Sat Jul 04, 2026 8:29 pm
Forum: Ideas and Suggestions
Topic: Allow further zooming out without entering chart view
Replies: 3
Views: 349

Re: Allow further zooming out without entering chart view

Oh, yes please, I find myself constantly annoyed at being limited by the zoom level when placing large(ish) blueprints. Especially rail BPs, which I have to align to the existing infrastructure by hand. A simple straight rail BP with a single set of rail signals is large enough that it doesn't fit ...
by Zijkhal
Fri Jul 03, 2026 12:49 pm
Forum: Ideas and Suggestions
Topic: [2.1] Blueprints should have option like "force empty space"
Replies: 19
Views: 2421

Re: [2.1] Blueprints should have option like "force empty space"

This would be quite useful for upgrading blueprints, for example a 2D rail intersection into an elevated rail intersection. Without this we'd first need to deconstruct the old intersection, to then place the new one on top.

Might doable by allowing placing / removing the no-item "item" inside the ...
by Zijkhal
Fri Jul 03, 2026 12:40 pm
Forum: Not a bug
Topic: [2.1.9] Inserter dropping onto curved belt can't be flipped
Replies: 4
Views: 531

Re: [2.1.9] Inserter dropping onto curved belt can't be flipped

For ease of reference, here is the suggestion thread I posted about this
by Zijkhal
Fri Jul 03, 2026 12:32 pm
Forum: Ideas and Suggestions
Topic: [2.1] Allow flipping inserter drop lane on curved belts
Replies: 1
Views: 439

[2.1] Allow flipping inserter drop lane on curved belts

TL;DR

Allow flipping inserter drop lane when dropping onto curved belts, where that makes sense.


What?

2.1 introduced the ability to choose the drop lane for inserters dropping onto belts facing towards / away from the inserter. While it makes sense that for parallel belts the inserters ...
by Zijkhal
Thu Jul 02, 2026 6:30 pm
Forum: Not a bug
Topic: [2.1.9] Inserter dropping onto curved belt can't be flipped
Replies: 4
Views: 531

Re: [2.1.9] Inserter dropping onto curved belt can't be flipped

Thank you for the quick response!

Since the inserter is dropping onto the far side of the belt, it is reasonable to assume that the inserter is dropping onto the portion of the curved belt that is facing away from / towards the inserter, and not on the part that is going parallel to the inserter ...
by Zijkhal
Thu Jul 02, 2026 6:20 pm
Forum: Not a bug
Topic: [2.1.9] Inserter dropping onto curved belt can't be flipped
Replies: 4
Views: 531

[2.1.9] Inserter dropping onto curved belt can't be flipped

Inserters on curved belts can't be flipped.PNG



When inserters are placing items on a curved belt (see the above screenshot), the inserter drop lane can't be flipped.

I'd expect the inserter drop lane to be flippable the same way as when placing items onto a belt facing towards / away from the ...
by Zijkhal
Tue Jun 23, 2026 1:02 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 304
Views: 198715

Re: Version 2.1.7



[space-age] Increased asteroid crushing asteroid chunk yield from 20% to 30%.

With maximum Asteroid Productivity research (300% productivity), wouldn't this result in infinite resources for free? Four products per crafting cycle, each with 30% chance to give the asteroid chunk back, for a ...
by Zijkhal
Tue Jun 23, 2026 12:48 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 304
Views: 198715

Re: Version 2.1.7

[space-age] Increased asteroid crushing asteroid chunk yield from 20% to 30%.

With maximum Asteroid Productivity research (300% productivity), wouldn't this result in infinite resources for free? Four products per crafting cycle, each with 30% chance to give the asteroid chunk back, for a total ...
by Zijkhal
Wed Oct 29, 2025 8:58 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Missing Thousands Separator from Science Production Tooltip
Replies: 1
Views: 910

[2.0.72] Missing Thousands Separator from Science Production Tooltip

I am playing on 1000x Science cost, all the official DLC mods and nothing else, and when researching the planet Vulcanus, which costs 1 000 000 research, I discovered that on the science production tooltip, at the progress section, as can be seen in the screenshot below, there is no thousand ...
by Zijkhal
Sun Oct 19, 2025 6:08 am
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 15
Views: 3497

Re: Palletization - A Way to Make Trains Relevant in the Late Game


If there is no “Pallet item” involved then it is not really palletization per se;


Those are implementation details that we are specifically told in the how to use section of this forum to keep out of our suggestions. Worrying about implementation details of a non-existent feature is not really ...
by Zijkhal
Sat Oct 18, 2025 8:52 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 15
Views: 3497

Re: Palletization - A Way to Make Trains Relevant in the Late Game


It is only intended as a point of comparison - I am assuming that Pallets would use a similar set of mechanics.

The “handling” of the Barrel item adds extra Logistics challenges:

The empty barrel must be crafted before any movement can occur
Constant supply of barrels is required or the chain ...
by Zijkhal
Sat Oct 18, 2025 5:50 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 15
Views: 3497

Re: Palletization - A Way to Make Trains Relevant in the Late Game


As a Logistics comparison, remember that Barrels exist in Vanilla, and they SUCK! They existed before Fluid Wagons to enable Train movement of Fluids, and were simply never removed... they are still necessary to move Fluids through Space (eg, Fluoroketone). I do not see how item-based Pallets ...
by Zijkhal
Fri Oct 17, 2025 5:13 pm
Forum: Ideas and Suggestions
Topic: Palletization - A Way to Make Trains Relevant in the Late Game
Replies: 15
Views: 3497

Re: Palletization - A Way to Make Trains Relevant in the Late Game


Maybe instead of palletization, just have a car / tank crane to load / unload vehicles with inventory to / from trains? I mean in real world trains are used to carry cars. Currently cars / tanks can be transported with belts but are really clumsy at it, so it provides a meaningful way to load ...
by Zijkhal
Wed Oct 15, 2025 6:43 pm
Forum: Ideas and Suggestions
Topic: Alow changing the level of logical blocks in schedule
Replies: 5
Views: 1202

Re: Alow changing the level of logical blocks in schedule

I think the best solution to this problem would be to add the ability to create custom, named condition blocks, kinda similar how we can create and name train interrupts.

That way we could create our own logic block, for example "All Vulcanus requests satisfied", and use that instead of checking ...

Go to advanced search