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by boskid
Wed Jun 03, 2026 11:35 am
Forum: Not a bug
Topic: [2.0.15] higher tier modules in beacons: no visual feedback
Replies: 8
Views: 1984

Re: [2.0.15] higher tier modules in beacons: no visual feedback

A decision was made that this change is to be reverted and this is not a bug. If you want to see the icons, you can always enable interface setting for always showing beacon modules, otherwise the screen gets too occupied with icons inside of beacon heavy builds.
by boskid
Sun May 31, 2026 1:35 pm
Forum: Outdated/Not implemented
Topic: Two-way-Belts
Replies: 11
Views: 522

Re: Two-way-Belts

I think trying to resolve the shapes would be slightly more complicated and would have to resolve each connection if its a "strong connection" (where both entities want to connect to each other) or a "weak connection" (where only one entity wants to connect there.

This configuration would have to ...
by boskid
Sun May 31, 2026 12:55 pm
Forum: Outdated/Not implemented
Topic: Two-way-Belts
Replies: 11
Views: 522

Re: Two-way-Belts

But that means you have 2 pieces that are CW and 2 pieces that are CCW and they cannot mix together. If you would want to build a 2 way squiggly, you would have only access to pieces B and D (for CW horizontal and CW vertical). Which pieces would be placed where and what rules would be used to ...
by boskid
Sun May 31, 2026 12:17 pm
Forum: Outdated/Not implemented
Topic: Two-way-Belts
Replies: 11
Views: 522

Re: Two-way-Belts

From the pictures provided, it looks like the player could assume that this entity has no direction because a long straight section would have 2 sides with input and 2 sides with output, and as such it would be a direction-less entity that connects to all neighbours. This means a corner would be ...
by boskid
Sun May 31, 2026 9:09 am
Forum: Outdated/Not implemented
Topic: Two-way-Belts
Replies: 11
Views: 522

Re: Two-way-Belts

No, this does not feel interesting. There are a lot of edge cases like if the items should be moving closer to the left edge or to the right edge (provided graphics toggle between those two), it creates weird cases for T-junction which would need to be a 3 way connection, or even a cross and this ...
by boskid
Sun May 31, 2026 8:24 am
Forum: Duplicates
Topic: [2.0.77] extra_count_fraction is incorrectly applied to product estimation
Replies: 1
Views: 124

Re: [2.0.77] extra_count_fraction is incorrectly applied to product estimation

I am not interested in verifying this until 2.1 is out because i was already fixing code around this due to 131864 and i remember the extra count fraction was extra annoying to fix in a way that makes tooltips match simulation. Its likely already fixed for 2.1.
by boskid
Sat May 30, 2026 1:11 pm
Forum: Technical Help
Topic: V2.0.76 - Corrupted Save File
Replies: 2
Views: 281

Re: V2.0.76 - Corrupted Save File

A single bit flip.
by boskid
Sat May 30, 2026 1:04 pm
Forum: Technical Help
Topic: Notice: Invalid index 36 for Direction
Replies: 5
Views: 425

Re: Notice: Invalid index 36 for Direction

I looked at this save and it appears to be a memory bit flip. After adjusting this value from 36 into 4, i looked at the entity it is related to (`bulk-inserter` on `nauvis` at [gps=-952.5,169.5]) and it appears to be consistent with other entities nearby.
by boskid
Fri May 29, 2026 9:46 am
Forum: Implemented mod requests
Topic: train stop limit reservation
Replies: 2
Views: 408

Re: train stop limit reservation

I am considering this as implemented for 2.1.
by boskid
Tue May 26, 2026 12:56 pm
Forum: Balancing
Topic: Decrease centrifuge stack size
Replies: 12
Views: 1677

Re: Decrease centrifuge stack size

centrifuge stack size of 10 looks reasonable for 2.1.
by boskid
Tue May 26, 2026 12:52 pm
Forum: Gameplay Help
Topic: wireless connection of logistics boxes
Replies: 19
Views: 900

Re: [2.0.76] Bug with wireless connection of logistics boxes

If you connect red wire and a green wire, you will notice that a condition for "iron-plate < 100" becomes false when chest has only 50 plates, because chest will send its content to the red wire and to a green wire, and as such the condition will see 50 plates on each wire and condition will ...
by boskid
Tue May 26, 2026 7:55 am
Forum: Gameplay Help
Topic: wireless connection of logistics boxes
Replies: 19
Views: 900

Re: [2.0.76] Bug with wireless connection of logistics boxes

Thanks for the report however this is working as intended. Circuit logic only ever works when entity has circuit wires connected. Even if this was to be changed, the circuit condition needs to get the values from a circuit wire and if there are no wires connected, the condition would be effectively ...
by boskid
Tue May 26, 2026 6:15 am
Forum: Fixed for 2.1
Topic: [2.0.77] Calling set_recipe() and writing to crafting_progress of an assembling causes a single craft to ignore quality
Replies: 2
Views: 260

Re: [2.0.77] Calling set_recipe() and writing to crafting_progress of an assembling causes a single craft to ignore qual

Thanks for the report. I remember changing this behavior some time ago for 2.1, so it is already fixed for 2.1. By force starting the recipe by write to crafting_progress there is a shortcut that was not rolling result quality and as such this product was always of normal quality. You can workaround ...
by boskid
Sun May 24, 2026 12:39 pm
Forum: Gameplay Help
Topic: Overloading belts
Replies: 2
Views: 359

Re: Overloading belts

by boskid
Wed May 20, 2026 9:12 pm
Forum: Minor issues
Topic: [2.0.73] some of the elevated rail ghosts not getting placed
Replies: 1
Views: 246

Re: [2.0.73] some of the elevated rail ghosts not getting placed

I do not think anything here could be fixed, super force building inherently allows removal of entities, and because of rail support conditions, removal of some entities may cascade onto removal of other entities. This creates problems even if you would have just 1 rail support with 3 attached rails ...

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