Search found 7 matches
- Thu Jul 04, 2019 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Empty Module Slots and Upgrade Planner - Let's Talk
- Replies: 21
- Views: 8082
Re: Empty Module Slots and Upgrade Planner - Let's Talk
I would love to see something like this. As it stands today, you have to place one and blueprint the rest. Not so easy when you're working remotely.
- Sun Jun 09, 2019 6:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Crash: *this->reservedFor == train was not true
- Replies: 10
- Views: 4012
Re: [0.17.47] Crash: *this->reservedFor == train was not true
I've noticed this too with deconstruction of simple setups.
Attached is a small reproduction. Take the deconstruction planner in hand, mark the construction area, and release when the train goes through the marked area. Game will crash.
Attached is a small reproduction. Take the deconstruction planner in hand, mark the construction area, and release when the train goes through the marked area. Game will crash.
- Sun Jun 02, 2019 4:16 am
- Forum: Not a bug
- Topic: [0.17.45] Logistics Network: Wrong delivery Number
- Replies: 1
- Views: 1087
Re: [0.17.45] Logistics Network: Wrong delivery Number
This is a normal behaviour from what I've seen. The logistics network notices it can supply some amount, so it defaults to the carry capacity of the bot that's dispatched for the job. Once the bot gets to the chest, it picks up some number of the requested item, up to its carrying capacity, then goe...
- Sat Jun 01, 2019 4:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.45] Placing red/green wire from depleted stack with full stacks available clears hand contents
- Replies: 1
- Views: 2097
[Twinsen] [0.17.45] Placing red/green wire from depleted stack with full stacks available clears hand contents
If I have in my inventory a full stack of red/green wire, and then a smaller stack of say 3, then if I manually click the 3-stack to start placing wires, once the 3-stack is depleted, my cursor is cleared and the 200-stack is not picked up. This is not consistent with how placing other entities wher...
- Tue May 21, 2019 6:39 pm
- Forum: Duplicates
- Topic: [0.17.41] Cancelling half an underground belt upgrade results in partial upgrade
- Replies: 2
- Views: 1097
Re: [0.17.41] Cancelling half an underground belt upgrade results in partial upgrade
Unfortunate, I'd be curious to know why this behaviour was decided to be best for player experiences. I've had multiple examples of critical belt lines running dry because of a stray upgrade planner undo.
- Tue May 21, 2019 5:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.41]Car keeps rotating if turn key is held continually
- Replies: 2
- Views: 2149
[Twinsen][0.17.41]Car keeps rotating if turn key is held continually
The car is showing a small (and approaching zero) speed on the info panel, but has no forward momentum. However, the vehicle is still rotating in-place. Tested using Creative Mode enabled only. Steps: 1. Accelerate car to full speed using rocket fuel 2. Let go of the acceleration key and drive hard ...
- Tue May 21, 2019 5:07 am
- Forum: Duplicates
- Topic: [0.17.41] Cancelling half an underground belt upgrade results in partial upgrade
- Replies: 2
- Views: 1097
[0.17.41] Cancelling half an underground belt upgrade results in partial upgrade
It's possible to force a partial upgrade of an underground belt pair using the default upgrade planner. I tested this with Creative Mode mod enabled only. Steps: 1. Only have a few construction bots in your personal roboport 2. Lay down a few yellow underground belt pairs 3. Use the default upgrade ...