Search found 13 matches

by LiquidInsight
Tue Feb 09, 2021 7:45 pm
Forum: Duplicates
Topic: [1.1.21] Blueprints inconsistently build circuit wires
Replies: 8
Views: 2183

Re: [1.1.21] Blueprints inconsistently build circuit wires

While this is probably related to that issue, this represents a regression in behavior that worked before the update to wires being saved in blueprints. It also affects more than just a modding interface and presents a problem in vanilla gameplay. Should this really be classified as a duplicate of a...
by LiquidInsight
Tue Feb 09, 2021 6:03 pm
Forum: Duplicates
Topic: [1.1.21] Blueprints inconsistently build circuit wires
Replies: 8
Views: 2183

Re: [1.1.21] Blueprints inconsistently build circuit wires

Just tested it. The top is an original design. The middle is when one of the buggy blueprints has new contents selected from the top, and then is pasted down. The bottom is a fresh blueprint, which doesn't seem to reproduce the bug. new-blueprint.png However, if you take that new (working) blueprint...
by LiquidInsight
Sat Feb 06, 2021 11:01 pm
Forum: Duplicates
Topic: [1.1.21] Blueprints inconsistently build circuit wires
Replies: 8
Views: 2183

Re: [1.1.21] Blueprints inconsistently build circuit wires

Not sure why the download is unavailable. Try this link instead (it will expire in three months): https://www.dropbox.com/s/2amvnul28aeecld/terranova_10.zip?dl=0 (or this one? https://www.dropbox.com/t/UP4TQDStlN2MgJLQ -- which expires in one week) I tried re-making the blueprint, by using the "...
by LiquidInsight
Sat Feb 06, 2021 8:29 pm
Forum: Duplicates
Topic: [1.1.21] Blueprints inconsistently build circuit wires
Replies: 8
Views: 2183

[1.1.21] Blueprints inconsistently build circuit wires

I have a blueprint I use for loading stations in Krastorio + SpaceExploration + LTN. The filter miniloaders (modded inserters) have their filters set by circuit conditions. These circuit wires are, however, inconsistently placed! In the below figure, the top-most copy of the unloading station is cor...
by LiquidInsight
Sun Jan 10, 2021 7:04 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods
Replies: 37
Views: 13737

Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

This is amazing! It's hard to imagine that many science packs per minute. A very cool build.
by LiquidInsight
Tue Jan 05, 2021 4:59 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members
Replies: 5
Views: 2618

Re: [Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members

No problem, I'm happy to hear this report was useful, here's the new link. It'll expire in a week I'm afraid, but I can re-upload again if need be :)
by LiquidInsight
Mon Dec 21, 2020 9:50 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members
Replies: 5
Views: 2618

[Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members

Hi all, I've followed the recent bug reports on biters failing to attack with great attention, because my current multiplayer server has been suffering from larger groups of biters forming up on the southern edge of our base, and then failing to do much of anything. I saw two such bugs get fixed bef...
by LiquidInsight
Fri Oct 30, 2020 5:58 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 61196

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

With the updated ghost building improvements, will we get a way to place ghost modules into buildings? As it is, the workflow is to build the building you want near you on the ground, add modules to it, then copy and paste that into position. It would be very nice if module ghosts could be placed di...
by LiquidInsight
Sun Oct 25, 2020 6:18 am
Forum: Duplicates
Topic: [1.0.0] UI highlighting for requests set by circuit network is incorrect
Replies: 1
Views: 455

[1.0.0] UI highlighting for requests set by circuit network is incorrect

Hi, this is a minor graphical bug as far as I can tell. 1. What did you do? I clicked on a requester chest. The chest has requests set by a complicated circuit network. Requests are added to the chest as needed, and removed when the requester chest has satisfied the request. If you open a requester ...
by LiquidInsight
Fri Oct 09, 2020 8:06 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 63026

Re: Friday Facts #361 - Train stop limit, Tips and tricks

It really made my night to see my RSS feed light up with a new FFF! So happy to read all of the upcoming changes. I always love reading about how the devs are fighting for UPS or continually perfecting new features. Speaking of, the new train-stop limits seem like they'll be a lifesaver for those no...
by LiquidInsight
Sat Nov 09, 2019 10:55 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 55205

Re: Friday Facts #320 - Color correction

I first looked at this FFF on my phone, and was disappointed. The new colors looked worse than the old. But, then I booted up my PC and learned that my phone screen is really crappy. The update looks great on my PC -- I can't wait to get my hands on it!
by LiquidInsight
Sun Mar 31, 2019 10:53 pm
Forum: Questions, reviews and ratings
Topic: Train Loader/Unloader mod?
Replies: 2
Views: 3038

Re: Train Loader/Unloader mod?

Have you considered the merging chests mod ? You can lay down a large number of chests on either side of the track, merge them, and use stack inserters exactly as you envision. Pretty UPS friendly, since it's just a chest and inserters as usual. This way you don't have to worry about unbalanced unlo...

Go to advanced search