Search found 42 matches
- Fri Mar 29, 2024 6:13 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 24321
Re: Friday Facts #404 - Frustration not found
Two quality of life features I would love: * (Easyish) From playing Seablock, have different size for placeable floors (e.g., waterfill, the different concretes and landfill) and persist the last used size for each in the save file. For instance, for landfill I want to fill large blocks, but for wat...
- Fri Oct 13, 2023 4:20 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 44256
Re: Friday Facts #380 - Remote view
One QOL change I would love is if the picker (Q key) copied the building you're upgrading to rather than what the building currently is. So if you have a bunch of blue assemblers, marked with the upgrade planner to be replaced with a better tier (yellow I believe). When you pick it should select the...
- Mon Mar 18, 2019 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
- Replies: 16
- Views: 8279
Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
Here's the actual case where I discovered the bug: 20190318085827_1.jpg I was expanding my mining setup by adding more rows of miners above the row with wooden poles. As a compromise between coverage and density I left a one wide gap between the rows of miners. Now my problem is that I want to conne...
- Mon Mar 18, 2019 2:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
- Replies: 16
- Views: 8279
Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
The connections not being made is considered NaB, I'm fairly certain (as it could create undesired links between two power networks in the face of electric switches), while I don't recall any official statement regarding the preview wires (which is why I consider them still an issue). I think tryin...
- Sun Mar 17, 2019 10:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
- Replies: 16
- Views: 8279
Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
I have noticed this too, but I also recall reading about it here, which leads me to believe this might be a duplicate of something NaB. EDIT: 55121 - NaB , though there's still an issue where the wires that otherwise would have been created are shown when hovering the medium pole over the small one...
- Sun Mar 17, 2019 8:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
- Replies: 16
- Views: 8279
[0.17.14] Fast replacing small electric pole with medium doesn't update connections
Under some conditions the power connections aren't updated when you quick replace a small electric pole with a medium electric pole. Note that the poles to the left and the right are required , if you don't have them this doesn't repro. (Doing some more testing since making the screenshots, it appea...
- Thu Feb 28, 2019 11:30 pm
- Forum: Not a bug
- Topic: [0.17.3] Inserter Capacity Bonus 4 should have Production Science Pack as a prereq
- Replies: 3
- Views: 1203
Re: [0.17.3] Inserter Capacity Bonus 4 should have Production Science Pack as a prereq
Would it possibly make sense to only render some pre-requisites if the the research in question is selected directly?
- Sun Mar 04, 2018 3:12 am
- Forum: Ideas and Suggestions
- Topic: Allow using pipette tool in modular/power armor
- Replies: 0
- Views: 867
Allow using pipette tool in modular/power armor
TL;DR When mousing over an armor component in armor view and pressing Q, fill hand with the item the cursor is over. What ? In the screenshot, my cursor is over a solar panel in my armor. When I press Q (the default pipette bind), I want my hand to hold portable solar panels. Similarly, with other ...
- Sat Mar 03, 2018 11:26 pm
- Forum: Ideas and Suggestions
- Topic: Don't allow construction bots to take last Item from hand
- Replies: 6
- Views: 2712
Don't allow construction bots to take last Item from hand
TL;DR When personal roboport construction robots take items from the stack you're holding in your hand, don't allow them to take the last one. What ? The idea is pretty simple and I can't think how to expound on it anymore. Why ? You're building something and then realise you don't have enough item...
- Fri Sep 15, 2017 7:41 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 27893
Re: Friday Facts #208 - Tips and tricks improvement
A potential problem with the boiler tips & trick:
You show pipes between each component. I feel this is very likely to trick new people into thinking that they can only connect the components with pipes instead of placing them directly next to each other.
You show pipes between each component. I feel this is very likely to trick new people into thinking that they can only connect the components with pipes instead of placing them directly next to each other.
- Mon Jul 17, 2017 8:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.30] Wrong inserter direction in rotated blueprint
- Replies: 5
- Views: 3162
Re: [0.15.30] Wrong inserter direction in rotated blueprint
Could you add another screenshot of before the rotation, to make it a bit more clearer what you mean? If you mean that inserters don't rotate when the blueprint rotates, then I think this is a bug since not everyone has the yellow arrow things on (the ones turned on by pressing alt), so if the inser...
- Wed Jun 21, 2017 7:01 am
- Forum: Pending
- Topic: Amount of objects in one stack is displayed wrong
- Replies: 9
- Views: 3744
Re: Amount of objects in one stack is displayed wrong
As Loewchen noticed, this is (likely) that some numbers aren't rendered.
Notice how he can build an electric mining drill (which takes 23 iron in total), while having supposedly only "2" iron.
Notice also how the 2 is in the 10s place (when comparing to the copper)
Notice how he can build an electric mining drill (which takes 23 iron in total), while having supposedly only "2" iron.
Notice also how the 2 is in the 10s place (when comparing to the copper)
- Thu Jun 08, 2017 3:34 am
- Forum: Not a bug
- Topic: [0.15.18] Fast insert cannot pickup from underground exit
- Replies: 4
- Views: 6105
[0.15.18] Fast insert cannot pickup from underground exit
If a belt isn't saturated enough the fast inserter cannot pick up items from the far side of the exit of the underground belt.
See attached image for the setup that repros this bug.
If the plates were on the left side of the belt then the fast inserter can pick them up.
See attached image for the setup that repros this bug.
If the plates were on the left side of the belt then the fast inserter can pick them up.
- Wed Jun 07, 2017 8:26 pm
- Forum: Won't fix.
- Topic: [0.15.18] Factorissimo2: Biter attack notifs don't show map
- Replies: 2
- Views: 1775
[0.15.18] Factorissimo2: Biter attack notifs don't show map
If you get attacked by biters while inside a factory and you click on the notification (which would take you to the map where the biters are attacking), it shows you the map inside the factory. Probably easier way to repro: 1) place robo port inside factory 2) build a blueprint (note the warning abo...
- Sat May 27, 2017 1:59 am
- Forum: Not a bug
- Topic: 0.15.15 expected resources + productivity bonus
- Replies: 2
- Views: 1505
0.15.15 expected resources + productivity bonus
The mining drill doesn't factor in the productivity bonus for the expected resources. Steps to repro: 0. Research mining productivity 1. Find a place you can place eletric mining drill so it only covers one ore patch 2. Note the size of the ore patch 3. Place the mining drill. 4. Note the expected r...
- Tue May 23, 2017 5:28 pm
- Forum: Not a bug
- Topic: blueprint created insters grab wrong item**5.12
- Replies: 8
- Views: 2647
Re: blueprint created insters grab wrong item**5.12
We are aware of this, but we don't see a good workaround so we decided to keep it like this. I can think of 3 solutions (in order from easy to hard): 1) Don't allow inserters to pick anything up if their destination is a ghost building (as orzelek suggested) 2) Block everything from functioning unt...
- Fri May 19, 2017 6:31 am
- Forum: Won't fix.
- Topic: [0.15.12] Power-overlay not shown while building sometimes
- Replies: 2
- Views: 1610
[0.15.12] Power-overlay not shown while building sometimes
Steps to repro: 0. Install factorissimo2 1. Build factory building mk2 and go inside it. 2. try to build an inserter, notice the blue overlay showing power grid availability (I'm colorblind so it might not be blue, but that's irrelevant) 3. Go to the top of the factory and zoom in all the way. 4. tr...
- Sun May 14, 2017 3:44 pm
- Forum: Not a bug
- Topic: [0.15.5] Blueprint name isn't saved on "create blueprint"
- Replies: 12
- Views: 4616
Re: [0.15.5] Blueprint name isn't saved on "create blueprint"
I disagree that this isn't a bug, it certainly tripped me up a time or two. Every other field in the blueprint appears to get saved by just editing them and clicking on the green tick. Therefore the behavior of the label (the fact that you have to click the pencil again) was shocking. And so labelin...
- Sat May 13, 2017 11:38 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.15.10 Factorissimo2: Map overlays aren't per dimension
- Replies: 1
- Views: 1148
0.15.10 Factorissimo2: Map overlays aren't per dimension
When you are inside a factory you still see the overlays from the outer world and vice versa.
Steps to repro:
1. Install Factorissimo2
2. Build a factory
3. Draw an X using power poles
4. Open map in overworld
5. Turn on electric networks
6. Notice the X is drawn in the center of the overworld
Steps to repro:
1. Install Factorissimo2
2. Build a factory
3. Draw an X using power poles
4. Open map in overworld
5. Turn on electric networks
6. Notice the X is drawn in the center of the overworld
- Sat May 13, 2017 11:16 pm
- Forum: Duplicates
- Topic: 0.15.10 Renaming blueprint UI suggestion/bug
- Replies: 2
- Views: 1159
0.15.10 Renaming blueprint UI suggestion/bug
Clicking the green tick doesn't save a blueprint name change. I got tripped up twice by this before I realized I had to click the pencil again to save the change. Currently, the flow to rename is: 1. Click on pencil 2. Enter new name 3. Click on pencil 4. Click on green tic or press escape Proposed,...