Search found 16 matches

by ciqa
Thu Aug 13, 2026 12:12 am
Forum: Not a bug
Topic: [2.1.14] rail planner constantly holding shift?
Replies: 9
Views: 505

Re: [2.1.14] rail planner constantly holding shift?

this behavior. this really is not fun when you try to do small S rail for example.
only way to do it quick and easy like in 2.0 is to actually plant the rails and not using the ghost at all, which is really limiting when you want to do something with rails on different planet.

Záznam 2026-08-13 ...
by ciqa
Wed Aug 12, 2026 11:24 pm
Forum: Not a bug
Topic: [2.1.14] rail planner constantly holding shift?
Replies: 9
Views: 505

Re: [2.1.14] rail planner constantly holding shift?

i see... well, thanks for fixing a bug.

it's just frustrating for me to do rails in remote view now, thats all. i guess i have to get used to it and do them outside remote view.

---

okay i just found out the only way to place the rails the same as before (short lenghts, not auto pathing to ...
by ciqa
Wed Aug 12, 2026 10:24 pm
Forum: Not a bug
Topic: [2.1.14] rail planner constantly holding shift?
Replies: 9
Views: 505

Re: [2.1.14] rail planner constantly holding shift?

Rseding91 wrote: Wed Aug 12, 2026 10:15 pm It was broken for the entirety of 2.0 and was fixed in 2.1.
:( okay, thanks for claryfing.
would it be possible to add an option in interface settings to revert this back or i have to make a mod for it?
by ciqa
Wed Aug 12, 2026 10:02 pm
Forum: Not a bug
Topic: [2.1.14] rail planner constantly holding shift?
Replies: 9
Views: 505

Re: [2.1.14] rail planner constantly holding shift?


Thanks for the report however this is working correctly. In remote view you are always ghost building and so it always builds in ghost mode.


thank you for reply,

yeah i just found out its happening only in remote view, but it wasnt happening in 2.0.77. im playing 90% in remote view and had no ...
by ciqa
Wed Aug 12, 2026 9:58 pm
Forum: Not a bug
Topic: [2.1.14] rail planner constantly holding shift?
Replies: 9
Views: 505

Re: [2.1.14] rail planner constantly holding shift?

okay, i just found out this happends when placing rails in remote view. works fine in normal view. but still, it's very annoying to have it turned on by default and is not present in 2.0.77 remote view
by ciqa
Wed Aug 12, 2026 9:44 pm
Forum: Not a bug
Topic: [2.1.14] rail planner constantly holding shift?
Replies: 9
Views: 505

[2.1.14] rail planner constantly holding shift?

rail planner is permanently stuck holding shift in 2.1+

in 2.0.77 the rail planner behaves normally
obrázok.png

in 2.1.14 (and previous versions) the rail planner is permanently holding shift and tries to find a way to cursor constantly
obrázok.png


its so annoying now to extend the rails by ...
by ciqa
Wed Jul 29, 2026 9:47 pm
Forum: Ideas and Suggestions
Topic: robotic hands equipment to increase the engineer reach
Replies: 3
Views: 360

Re: robotic hands equipment to increase the engineer reach


there should be a pair of robotic hands 2x2 size

1 Personal roboport is 2x2, and grants Construction robot usage within a 30x30 area.

Good Luck!


Construction robots cant ctrl+click to collect assembler/chest contents at once, cant put in half stack of anything instantly. Cant interact with ...
by ciqa
Wed Jul 29, 2026 12:16 pm
Forum: Ideas and Suggestions
Topic: robotic hands equipment to increase the engineer reach
Replies: 3
Views: 360

robotic hands equipment to increase the engineer reach

short reach in the begining is fine and logical, but i always felt like the reach should be extended with tech, same way as we increase the speed.

there should be a pair of robotic hands 2x2 size with either a bonus of +30% to all (interaction/mining/ground pickup range) or a fixed numbert if ...
by ciqa
Wed Jul 29, 2026 11:40 am
Forum: Ideas and Suggestions
Topic: Something to let The Engineer relax
Replies: 3
Views: 608

Re: Something to let The Engineer relax

it could also speed up the game while engineer sleeps.
could be very usefull, instead of having the game run in background and waiting for stuff to finish.
by ciqa
Sun Jul 12, 2026 11:07 pm
Forum: Ideas and Suggestions
Topic: new game random seed history and bookmarks
Replies: 0
Views: 162

new game random seed history and bookmarks

do you know that feeling :?

you are looking for that one good seed, you click random, random, random, countles times.. you do it for half an hour until you finally see a good seed....
and then you click random again and its gone... :shock:

can we have an option to go back to previous seeds that ...
by ciqa
Fri Jul 10, 2026 1:09 pm
Forum: Ideas and Suggestions
Topic: crashed spaceship circuit connection
Replies: 4
Views: 376

Re: crashed spaceship circuit connection


It interacts with inserters already, (there are 2 rows on top side where even small inserters can interact with it - maybe this should be fixed to one row as inserters are pulling stuff out of thin air?),


134329 shows that the bounding box for the Crashed Spaceship extends past the sprite. It ...
by ciqa
Fri Jul 10, 2026 1:08 pm
Forum: Ideas and Suggestions
Topic: crashed spaceship circuit connection
Replies: 4
Views: 376

Re: crashed spaceship circuit connection


Nah, not doable since when you open the spaceship, it says "broken".


The connection is possible with a mod, but I think this could be also a vanilla feature.

Without a mod, it could be easily done with combinators, but they come in much later in the game when you no longer have use for the ...
by ciqa
Fri Jul 10, 2026 12:01 pm
Forum: Ideas and Suggestions
Topic: crashed spaceship circuit connection
Replies: 4
Views: 376

crashed spaceship circuit connection

I suggest adding the possibility for connecting the ship to circuit network to read its contents. Since 2.0 we have access to red and green cables from the start.
Either connecting directly to the spaceship or new control center entity that fell out from the ship during the crash which will require ...
by ciqa
Fri Jul 10, 2026 11:34 am
Forum: Ideas and Suggestions
Topic: Manual Roboport Connection/Disconnection (Like Electric Poles)
Replies: 2
Views: 498

Re: Manual Roboport Connection/Disconnection (Like Electric Poles)

+1

it would be great to have an option to disconnect and isolate robot network
either logistic network disconnect, construction network disconnect or both

I would also suggest adding ability to change the size of roboport reach
would be great to have local production factory with one roboport in ...
by ciqa
Fri Jul 10, 2026 1:15 am
Forum: Balancing
Topic: Change night vision goggles to 1x1
Replies: 5
Views: 2000

Re: Change night vision goggles to 1x1

+1

apart from inventory issue, they are 1/2 size of legs. real googles are not big as 1/2 human legs.
they also cant be the same size as personal roboport hosting 25 bot capable of carying rocket silos.
by ciqa
Fri Jul 10, 2026 1:03 am
Forum: Ideas and Suggestions
Topic: Please bring back the old fluid network indicators on hover
Replies: 2
Views: 364

Re: Please bring back the old fluid network indicators on hover

+1 Yes, bring it back as an option

I've thought im going mad after 3 months of not playing..

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