Search found 699 matches

by Amarula
Wed Jul 01, 2026 1:29 pm
Forum: Ideas and Suggestions
Topic: Asteroid damage should scale with ship speed
Replies: 4
Views: 513

Re: Asteroid damage should scale with ship speed

I agree, it just seems more intuitive, the faster you go, the more damage you (should) take up to maximum damage.
by Amarula
Wed Jul 01, 2026 1:22 pm
Forum: Not a bug
Topic: [2.1.9] Space platforms can request non-items
Replies: 4
Views: 233

Re: [2.1.9] Space platforms can request non-items

It is a useful tool to be able to send messages from platform to silo without actually sending items. You could get around it by requesting unusual items that you were sure not to have in inventory but being able to use non-items is cleaner.
by Amarula
Tue Jun 23, 2026 12:41 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 210
Views: 124567

Re: Version 2.1.7



I decompressed it over 2.0.77. It failed to start: "Failed to load mods: __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)".

I'm on Linux. I think it's a leftover file causing trouble or something.


You can’t do that. You need to ...
by Amarula
Tue Jun 23, 2026 12:35 pm
Forum: Pending
Topic: [2.1.7] Game does not start in steam on linux
Replies: 9
Views: 783

Re: [2.1.7] Game does not start in steam on linux

Did you uninstall the old version? apparently this is required...
by Amarula
Sat Jun 13, 2026 3:08 pm
Forum: Ideas and Suggestions
Topic: Add Train Interrupt Condition 'Not At Station'
Replies: 12
Views: 870

Re: Add Train Interrupt Condition 'Not At Station'

Again apologies for my imprecise language.
We are agreed that once a train is en route, there is no need to distinguish between destination full or no path.
If the train is not en route, it is at a station, and for an interrupt to trigger it is trying to leave the station. At that point there are ...
by Amarula
Fri Jun 12, 2026 1:41 pm
Forum: Ideas and Suggestions
Topic: Add Train Interrupt Condition 'Not At Station'
Replies: 12
Views: 870

Re: Add Train Interrupt Condition 'Not At Station'


Assuming we achieve a separate "Destination full while at station" condition, what is your proposed use for separate "Destination full while en route" and "No path while en route" conditions? I don't have a clear picture of why these should trigger different behaviors.


Sorry if I wasn't clear ...
by Amarula
Thu Jun 11, 2026 1:37 pm
Forum: Ideas and Suggestions
Topic: Add Train Interrupt Condition 'Not At Station'
Replies: 12
Views: 870

Re: Add Train Interrupt Condition 'Not At Station'


"Station or path unavailable while en route": all no-path events and any destination-full events that occur while underway.

"Scheduled destination full": all destination full events that would otherwise result in a train sleeping at a station. Sleeping at a station is a special case, because ...
by Amarula
Tue Jun 09, 2026 2:43 pm
Forum: Ideas and Suggestions
Topic: Add Train Interrupt Condition 'Not At Station'
Replies: 12
Views: 870

Re: Add Train Interrupt Condition 'Not At Station'

I do agree that Destination Full is not the same as No Path, and it would be useful to be able to treat them differently.
by Amarula
Sun May 31, 2026 1:50 pm
Forum: Ideas and Suggestions
Topic: Left and Right Modifiers
Replies: 1
Views: 272

Re: Left and Right Modifiers

+1
by Amarula
Tue May 26, 2026 2:32 pm
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 47
Views: 19758

Re: Temporary Stations = Manual train mode

While we are dreaming of things we would like to see... train groups are wonderful, you can set up in one place how you want a whole group of trains to behave. And with interrupts, you can set up interrupt conditions... and choose which interrupts you want for specific train groups.
So how about ...
by Amarula
Mon May 18, 2026 3:11 pm
Forum: Gameplay Help
Topic: Trains—Backup interrupts only when leaving station with signal
Replies: 4
Views: 664

Re: Trains—Backup interrupts only when leaving station with signal

Delightful! Excuse me while I go add a Load Bearing Coconut to my train system :D
by Amarula
Sun May 17, 2026 5:25 pm
Forum: Ideas and Suggestions
Topic: Have interrupts trigger on manual temporary stops
Replies: 0
Views: 214

Have interrupts trigger on manual temporary stops

TL;DR
When you insert a manual temporary stop in a train schedule, any interrupt that would trigger on leaving the current stop should trigger.


What?
When a train in automatic leaves a stop, it checks for any interrupts and applies them. The same should happen when the player forces the train ...
by Amarula
Fri May 15, 2026 3:47 pm
Forum: Implemented mod requests
Topic: Add a disable_connections flag to create_entity for rolling stock types to disable autoconnecting to other rolling stock
Replies: 2
Views: 352

Re: Add a disable_connections flag to create_entity for rolling stock types to disable autoconnecting to other rolling s

Would be great if this was an option when placing a blueprint of a train. First train works great, print down second following train and instead of two distinct trains I get one messed up joined train.
by Amarula
Mon May 11, 2026 8:13 pm
Forum: Ideas and Suggestions
Topic: Train stops should show trains that come via interrupt
Replies: 0
Views: 187

Train stops should show trains that come via interrupt

TL;DR
Train stops currently show trains that have that stop in their schedule. They should do the same, possibly in a separate tab, for trains that access that stop via an interrupt.


What?
When an interrupt triggers, it will insert a temporary stop for the target of the interrupt. If you ...
by Amarula
Mon May 11, 2026 2:05 pm
Forum: Ideas and Suggestions
Topic: Allow "Spent Fuel" conditions on Trains
Replies: 3
Views: 422

Re: Allow "Spent Fuel" conditions on Trains

I'm doing a Nullius run right now and I agree it would be nice to have something like this for trains. We can read all the contents of buildings including these kind of by products, why not trains?
As a work around maybe you could use inactivity?
by Amarula
Sun May 03, 2026 3:11 pm
Forum: Gameplay Help
Topic: New combinator logic: Output any TRUE condition as 1
Replies: 3
Views: 480

Re: New combinator logic: Output any TRUE condition as 1

I put the actual signals on green, and the constants from the constant combinator on the red wire. Then I check the value on the green wire, is it what I want or not, and AND it with EACH on the red wire to select which signal to output as EACH. Note the constant values have to be distinct because ...
by Amarula
Fri Apr 17, 2026 1:34 pm
Forum: Ideas and Suggestions
Topic: Inserter Quality Priority
Replies: 4
Views: 1341

Re: Inserter Quality Priority

Sounds like a neat idea. I suspect it might be a hit to UPS - thinking of a common steel chest, 48 slots, potentially 48 different items of different qualities, so the chest has to be scanned every swing to determine which is the highest or lowest quality item. And how would you handle choosing the ...
by Amarula
Sat Mar 28, 2026 1:16 pm
Forum: General discussion
Topic: Gleba!
Replies: 42
Views: 12748

Re: Gleba!

Tertius wrote: Sat Mar 28, 2026 11:39 am I intend to publish a book titled "Steam Achievement Tea‑Leaf Reading" later this year.
Ooh I have some tea-leaves you can use :D :D :D
Also, I would buy this book!
by Amarula
Fri Mar 20, 2026 1:10 pm
Forum: Ideas and Suggestions
Topic: Being able to See what's blocked off in a chest
Replies: 2
Views: 535

Re: Being able to See what's blocked off in a chest

Yep we have been asking for this for a long time!
viewtopic.php?t=85453

Go to advanced search