Search found 59 matches

by Iccor56
Fri Aug 09, 2019 8:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.60] Furnace progress/productivity not clones
Replies: 3
Views: 527

Re: [0.17.60] Furnace progress/productivity not clones

why would it be cloned? a copy paste of settings is correct but would it not start smelting items from new materials? thus be starting at 0?
by Iccor56
Thu May 30, 2019 2:44 pm
Forum: Ideas and Suggestions
Topic: Important (and easy) Fix for Train Signals
Replies: 11
Views: 555

Re: Important (and easy) Fix for Train Signals

nuhll wrote:
Thu May 30, 2019 2:20 pm
Deadlock989 wrote:
Thu May 30, 2019 11:26 am
What?
Look at the screenshot, it cant be easier described.
i think he is asking why would you want to see ahead. it has no identifiable value to the train network.
by Iccor56
Thu May 30, 2019 2:20 pm
Forum: Ideas and Suggestions
Topic: production menu
Replies: 0
Views: 103

production menu

both production graphs are anchored to 0 on the minimum but usually have independent maximums.

it would be nice to have a check box to anchor both graphs to the same maximum for easier visual comparisons of inputs vs outputs.
by Iccor56
Fri May 24, 2019 3:21 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 9258

Re: Friday Facts #296 - All kinds of bugs

can we change the train logic to assume if the player train is moving it clears the path for full speed distance ahead? i often have trouble when i just start up a train and another zooms up and we collide because i was not going fast enough to trigger the red lights on the other paths.
by Iccor56
Wed May 15, 2019 1:33 pm
Forum: Ideas and Suggestions
Topic: Always capture trainstop names in blueprints
Replies: 11
Views: 703

Re: Always capture trainstop names in blueprints

TL;DR Bump


I so hate that check box.

PLEASE let us mark it on by default. why make a station when the name won't save??
by Iccor56
Fri May 10, 2019 2:06 am
Forum: Not a bug
Topic: rail signal
Replies: 1
Views: 99

rail signal

ever since the new major version rail signals have not copied correctly in blueprints. they loose the circuit settings (red yellow green settings)

old blueprints still work correctly.
by Iccor56
Fri May 10, 2019 2:05 am
Forum: Not a bug
Topic: train schedules
Replies: 1
Views: 115

train schedules

train schedules no longer copy when i blueprint a train.

it was working until a few days ago.
by Iccor56
Fri May 03, 2019 11:49 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags]Image codes's length not correctly considered for train station names
Replies: 13
Views: 3303

Re: [wheybags]Image codes's length not correctly considered for train station names

SHiRKiT wrote:
Thu Mar 21, 2019 12:04 pm

Image codes should be parsed as what their rendered version occupies, instead of what's the length of the string.


that is not how codes and strings work.
by Iccor56
Sun Apr 28, 2019 1:18 am
Forum: Ideas and Requests For Mods
Topic: Blueprint reader -> circuit network
Replies: 2
Views: 587

Re: Blueprint reader -> circuit network

i also am highly interested in this. great for collecting materials for blueprints
by Iccor56
Sat Apr 06, 2019 8:48 pm
Forum: Ideas and Suggestions
Topic: blocked robots
Replies: 1
Views: 102

blocked robots

can we please have an alert for contruction requests blocked by trees and rocks that are not marked for destruction?


the robots just sit there till charge time, charge and return to do the same thing over. the definition of insanity.
by Iccor56
Sat Mar 23, 2019 5:16 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 115
Views: 22181

Re: [MOD 0.16] Helicopters

i second that
by Iccor56
Sun Mar 17, 2019 7:55 pm
Forum: Ideas and Suggestions
Topic: Blueprints
Replies: 2
Views: 148

Blueprints

when laying blueprints recipies in assemblers update current assemblers that are installed but changes (additions) of modules does not get loaded with them.

idealy pasting a blueprint would apply everything possible including module updates and entity upgrades.
by Iccor56
Sun Mar 17, 2019 5:01 pm
Forum: Not a bug
Topic: trains
Replies: 0
Views: 85

trains

a few things i have seen since the start of 17 but have waited to tell hoping it would be noticed trains with a list of stations in manual don't always start moving when moved to automatic the map in the train window use to zoom in to the point you could see the train and the wagons and surrounding ...
by Iccor56
Fri Mar 15, 2019 3:01 am
Forum: Duplicates
Topic: fluid connections
Replies: 3
Views: 151

fluid connections

in v16 fluids not connected correctly would be closed. this allowed us to plum oil refinerys with oil and water and still run basic oil processing. this allowed us to pick which we would use. with v17 if you plum in water you can not use basic oil anymore, if you plum for oil you can't use advanced ...
by Iccor56
Tue Mar 12, 2019 5:19 pm
Forum: Implemented mod requests
Topic: Documentation for UI style definitions
Replies: 4
Views: 293

Re: Documentation for UI style definitions

it broke alot of styles for alot of mods.

viewtopic.php?f=25&t=67420&p=410979#p410979

since we have to select from a standard list (or make everything new) it would be really nice (if not critical) to have a list of what is available.
by Iccor56
Mon Mar 11, 2019 5:26 pm
Forum: Ideas and Suggestions
Topic: Production screen, and save energy setting
Replies: 2
Views: 530

Re: Production screen, and save energy setting

bump. please let the selected options persist. i basically never want to look at the last 5 seconds. and i constantly have to re enable currently filtered items.
by Iccor56
Mon Mar 11, 2019 4:52 pm
Forum: Modding help
Topic: Syle conversion issues
Replies: 2
Views: 134

Syle conversion issues

so i am trying to update the mods i have to run on .017 that the makers have not updated. i keep running in to gui-style issues but i simply can not find the current list of style options or how to define them. does anyone have a suggestion or a place to look? all of these work fine until i enable s...
by Iccor56
Sun Feb 03, 2019 3:50 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 29905

Re: Friday Facts #280 - Visual Feedback is the king

could we make construction robots prioritize power poles first when being built and make them last when deconstructing? this would help all the items inside the power lines. especially when they build a roboport but have not connected it to power
by Iccor56
Fri Feb 01, 2019 6:47 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 29905

Re: Friday Facts #280 - Visual Feedback is the king

Thanks for the new toggles! The toolbar will be an awesome addition. Please make the personal roboport a 3-way toggle. On/off/self-only. With self-only in multiplayer, inventory won't empty/fill when walking by something done by another player. One thing to consider is should self-only still repair...
by Iccor56
Fri Feb 01, 2019 6:44 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 29905

Re: Friday Facts #280 - Visual Feedback is the king

regarding the tool selection part of the quick bar:

will the size of the section change based on how many tools are in it or manually? i would hate to only have a couple tools in the bar and have 8 empty spots blocking the screen.

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