Usecase
In the Locomotive Remote view (train view) we can add temp stops by ctrl+click on either a location on rail track or on train stops. Train stops show up as a circle with a thick black outline. If you hover over the train stop in that view, zoomed out enough to have blocky map view, you see ...
Search found 16 matches
- Fri Jan 24, 2025 5:30 am
- Forum: Bug Reports
- Topic: [2.0.32] Ctrl-click on train stop to add as temp stop adds misaligned locations
- Replies: 0
- Views: 129
- Sun Mar 08, 2020 4:20 am
- Forum: Duplicates
- Topic: [0.18.10] Output inserters from assembler not round-robining
- Replies: 4
- Views: 1520
Re: [0.18.10] Output inserters from assembler not round-robining
Thanks. I wonder how i never observed this before. It always balanced outputs.
- Sat Mar 07, 2020 6:26 pm
- Forum: Duplicates
- Topic: [0.18.10] Output inserters from assembler not round-robining
- Replies: 4
- Views: 1520
[0.18.10] Output inserters from assembler not round-robining
From what i understand and remember observing earlier, if you have multiple output inserters from an assembler they round robin in who gets the next built item. But now i am seeing the inserter to chest being favored and other starving until the former's chest is full.
In the save fie, there is a ...
In the save fie, there is a ...
- Fri Sep 06, 2019 5:26 am
- Forum: Duplicates
- Topic: [0.17.68] Bots not building all Landfill
- Replies: 2
- Views: 1149
Re: [0.17.68] Bots not building all Landfill
Oh, i assumed it only checks the ones in range of roboports, which are few. I was trying to control the queue by adding roboports slowly. My bad and sorry for the noise ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Fri Sep 06, 2019 3:47 am
- Forum: Duplicates
- Topic: [0.17.68] Bots not building all Landfill
- Replies: 2
- Views: 1149
[0.17.68] Bots not building all Landfill
Game is Krastorio plus few other mods
What Did i do
Set up landfill creation going into provider chest and blueprint built landfill over a lake using bots
What Happened
Bots completed majority of the landfill but left out some patches unbuilt. Landfill is available in the provider chest and ...
What Did i do
Set up landfill creation going into provider chest and blueprint built landfill over a lake using bots
What Happened
Bots completed majority of the landfill but left out some patches unbuilt. Landfill is available in the provider chest and ...
- Thu Apr 04, 2019 9:23 am
- Forum: Duplicates
- Topic: [0.17.24] Flickering on yellow belts on lower zoom levels
- Replies: 2
- Views: 964
Re: [0.17.24] Flickering on yellow belts on lower zoom levels
Yea i thought so too but i reported it because today it was just too much In-the-face. It might have been there but i never noticed it before and today it was just unavoidable so i thought it could be a regression in 0.17.24. but yeah its a minor thing.
And kudos for a quick triage![Smile :)](./images/smilies/icon_e_smile.gif)
And kudos for a quick triage
![Smile :)](./images/smilies/icon_e_smile.gif)
- Thu Apr 04, 2019 8:39 am
- Forum: Minor issues
- Topic: [0.17.24] Belt shadows inconsistent at different zoom levels
- Replies: 1
- Views: 1117
[0.17.24] Belt shadows inconsistent at different zoom levels
At zoom levels below 0.500 the belt shadows dont seem to anti-alias coherently creating a visual grouping of belts which changes with zoom level. I may be wrong but i didnt notice it before 0.17.24 so it feels like a new bug.
In the attached video the belts would look like getting grouped into ...
In the attached video the belts would look like getting grouped into ...
- Thu Apr 04, 2019 8:24 am
- Forum: Duplicates
- Topic: [0.17.24] Flickering on yellow belts on lower zoom levels
- Replies: 2
- Views: 964
[0.17.24] Flickering on yellow belts on lower zoom levels
On certain lower zoom levels there is sort of flickering or strobe like effect on yellow belts.
Its most prominent at zoom 0.371 as you can see in the attached video (WATCH AT FULL RESOLUTION 1920x1080)
2019-04-04_01-20-43.mp4
It seems to be new in 0.17.24. Didnt notice it in .23 or before ...
Its most prominent at zoom 0.371 as you can see in the attached video (WATCH AT FULL RESOLUTION 1920x1080)
2019-04-04_01-20-43.mp4
It seems to be new in 0.17.24. Didnt notice it in .23 or before ...
- Thu Apr 04, 2019 7:11 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.24] Train stop list goes empty for "Trains with this stop" in train stop popup
- Replies: 3
- Views: 1765
[kovarex] [0.17.24] Train stop list goes empty for "Trains with this stop" in train stop popup
20190403232832_1.jpg
Steps to reproduce
1. click on any train stop to bring its pop up. Make sure it has trains assigned to it.
2. The window will start with station list for all trains filled properly
3. Just watch the trains move and the list go blank gradually whenever a train reaches a ...
Steps to reproduce
1. click on any train stop to bring its pop up. Make sure it has trains assigned to it.
2. The window will start with station list for all trains filled properly
3. Just watch the trains move and the list go blank gradually whenever a train reaches a ...
- Fri Mar 29, 2019 6:35 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.21] Blueprinted train stop becomes temporary stop in train
- Replies: 3
- Views: 1629
[kovarex] [0.17.21] Blueprinted train stop becomes temporary stop in train
Steps to reproduce
1. Have a train with two stations added (say A and B) both with circuit condition so that the train doesnt move on its own (it was a construction assist train in my case ).
2. From the train menu ctrl-click any location on some random track (not station) to add a coordinates ...
1. Have a train with two stations added (say A and B) both with circuit condition so that the train doesnt move on its own (it was a construction assist train in my case ).
2. From the train menu ctrl-click any location on some random track (not station) to add a coordinates ...
- Tue Mar 26, 2019 4:37 am
- Forum: Ideas and Suggestions
- Topic: Reset Train Stop name when copy pasting, similar to Blueprints
- Replies: 5
- Views: 2532
Re: Reset Train Stop name when copy pasting, similar to Blueprints
@BaggyK yes but thats a workaround, not the correct behavior. It diminishes the purpose of copy paste tool as a quick solution to copy things if i have to open the edit window without needing any edit.
- Sun Mar 24, 2019 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Reset Train Stop name when copy pasting, similar to Blueprints
- Replies: 5
- Views: 2532
Reset Train Stop name when copy pasting, similar to Blueprints
TL;DR
Reset Train Stop name when copy pasting, similar to Blueprints
What ?
When a train stop is pasted from a blueprint it gets a random name but when it is pasted using copy paste it retains the name of the source station. The request it to make the copy paste behavior same as the blueprint ...
Reset Train Stop name when copy pasting, similar to Blueprints
What ?
When a train stop is pasted from a blueprint it gets a random name but when it is pasted using copy paste it retains the name of the source station. The request it to make the copy paste behavior same as the blueprint ...
- Mon Mar 18, 2019 9:42 am
- Forum: Ideas and Suggestions
- Topic: Show in-inventory counts for orange status items in build menu pop-up
- Replies: 1
- Views: 943
Show in-inventory counts for orange status items in build menu pop-up
TL;DR
In build menu pop-ups show Orange status item count as <have_in_inventory>/<needed> x <Item Name> . e.g. 25/30 x Low Density Structure instead of 30 x Low Density Structure
What ?
For items in Orange status (raw materials available and can be can be auto queued for hand crafting) it ...
In build menu pop-ups show Orange status item count as <have_in_inventory>/<needed> x <Item Name> . e.g. 25/30 x Low Density Structure instead of 30 x Low Density Structure
What ?
For items in Orange status (raw materials available and can be can be auto queued for hand crafting) it ...
- Mon Mar 18, 2019 12:42 am
- Forum: Not a bug
- Topic: [0.17.14] Low Density Structure inventory count not updating
- Replies: 7
- Views: 2802
Re: [0.17.14] Low Density Structure inventory count not updating
ah.. makes sense. Thanks. But its not very intuitive this way, atleast to me it wasnt. I would like to propose it as a feature request to show it as 25/30 if it makes sense for users in general.
Currently the orange color just says you can handcraft it but doesnt say how many you need without ...
Currently the orange color just says you can handcraft it but doesnt say how many you need without ...
- Sun Mar 17, 2019 12:32 pm
- Forum: Not a bug
- Topic: [0.17.14] Low Density Structure inventory count not updating
- Replies: 7
- Views: 2802
Re: [0.17.14] Low Density Structure inventory count not updating
The bug is that the popup is showing
30 x Low density structure
instead of the expected
25/30 x Low density structure
The count i have in inventory i.e. 25 is missing in the UI popup
30 x Low density structure
instead of the expected
25/30 x Low density structure
The count i have in inventory i.e. 25 is missing in the UI popup
- Sun Mar 17, 2019 12:18 am
- Forum: Not a bug
- Topic: [0.17.14] Low Density Structure inventory count not updating
- Replies: 7
- Views: 2802
[0.17.14] Low Density Structure inventory count not updating
When trying to create Power Armor MK2, I was hovering over the icon in the build menu to see what all i have and what more is needed. The expected behavior is to show the counts as <count i have>/<count needed> but in case of Low Density Structures it was not showing the <count i have>, even after ...