Search found 16 matches
- Sun Feb 02, 2025 6:58 am
- Forum: Duplicates
- Topic: [2.0.32] Enemy on the edge of visibility attack with no damage
- Replies: 1
- Views: 120
[2.0.32] Enemy on the edge of visibility attack with no damage
The poor guy was chewing this tree for hours:
- Sun Jan 05, 2025 12:54 pm
- Forum: Pending
- Topic: Entity ghost deconstruction planner does not remove railgun ghosts
- Replies: 4
- Views: 338
Re: Entity ghost deconstruction planner does not remove railgun ghosts
Not a bug: you are deconstucting Common ghost, you need to select "Any quality" in the blueprint.
- Wed Jan 01, 2025 1:29 pm
- Forum: Pending
- Topic: [2.0.28] Stuck bot (no space available) took the task to unstuck it
- Replies: 0
- Views: 206
[2.0.28] Stuck bot (no space available) took the task to unstuck it
I placed a chest ghost after getting notificatio that there is no storage space available, but 96/100 free bots are not constructing it.
Freeing hovering bots solves the issue, so my theory is that one of the bots that have no place to put its cargo also took the task for building this chest, since ...
Freeing hovering bots solves the issue, so my theory is that one of the bots that have no place to put its cargo also took the task for building this chest, since ...
- Sat Dec 14, 2024 10:14 pm
- Forum: Duplicates
- Topic: [2.0.23] Unconditional shattered planet <-> solar system edge loop locks UI
- Replies: 5
- Views: 711
Re: [2.0.24] Unconditional shattered planet <-> solar system edge loop locks UI
I could've done that or modified the broken schedule, but I'm unable to select this ship or any other surface, and my character is on Nauvis. So, that interface is not available while surface selection is broken
- Sat Dec 14, 2024 5:40 am
- Forum: Duplicates
- Topic: [2.0.23] Unconditional shattered planet <-> solar system edge loop locks UI
- Replies: 5
- Views: 711
[2.0.23] Unconditional shattered planet <-> solar system edge loop locks UI
How to reproduce:
reach solar system edge, then add two destination points: shattered planet and solar system edge without conditions.
Problem:
Ship travel back and forth every frame making UI for selecting surface unclickable. So I have unplayable save file, because there is no way to select that ...
reach solar system edge, then add two destination points: shattered planet and solar system edge without conditions.
Problem:
Ship travel back and forth every frame making UI for selecting surface unclickable. So I have unplayable save file, because there is no way to select that ...
- Mon Dec 09, 2024 3:15 am
- Forum: Not a bug
- Topic: [2.0.24] Space platform incorrect tile placement does not disappear
- Replies: 3
- Views: 339
Re: [2.0.24] Space platform incorrect tile placement does not disappear
Building around fixes the issue, but removing such temporary tiles causes it to appear again.
I used "remove platform" blueprint and it fixed the issue without actually removing anything.
Save file
I used "remove platform" blueprint and it fixed the issue without actually removing anything.
Save file
- Mon Dec 09, 2024 2:41 am
- Forum: Not a bug
- Topic: [2.0.24] Space platform incorrect tile placement does not disappear
- Replies: 3
- Views: 339
[2.0.24] Space platform incorrect tile placement does not disappear
I was extending long belt by moving it one space higher, removing no longer needed support platform along the way. Then I added missing part to fill the gap and it worked fine, but notification stay even after reloading game.
So everything is here and all tiles are in place, but notification doesn't ...
So everything is here and all tiles are in place, but notification doesn't ...
- Sun Dec 12, 2021 2:57 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1614581
Re: Bugs & FAQ
New "Chlorine processing 4" technology require 50 science packets multiplied by 50, thus require 2500 science packets of each type. I guess this is not intended and it should be 1 x 50, not 50 x 50.
Edit: this might be Seablock issue. Not sure how to check that.
Edit: this might be Seablock issue. Not sure how to check that.
- Wed May 11, 2016 9:39 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 109966
Re: Extreme Mining :)
There is no need in roboport, belts can be used instead of Chests.
Nice! 88.9% space efficiect (48/54).
But it puts more items on one side of the belt than the other so you can't get full belt capacity because I think all upwards facing miners put on the same side (same for downwards facing) on ...
Nice! 88.9% space efficiect (48/54).
But it puts more items on one side of the belt than the other so you can't get full belt capacity because I think all upwards facing miners put on the same side (same for downwards facing) on ...
- Wed May 11, 2016 8:27 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 109966
Re: Extreme Mining :)
There is no need in roboport, belts can be used instead of Chests.
- Mon Mar 21, 2016 2:42 am
- Forum: Not a bug
- Topic: [0.12.27]More than maximum stack items in assembling machine
- Replies: 3
- Views: 1781
Re: [0.12.27]More than maximum stack items in assembling machine
If this is intended behaviour then this should work for furnaces as well, but it doesn't.
- Sun Mar 20, 2016 11:29 pm
- Forum: Not a bug
- Topic: [0.12.27]More than maximum stack items in assembling machine
- Replies: 3
- Views: 1781
[0.12.27]More than maximum stack items in assembling machine
To reproduce I simply add pack of items by Shift+click and total pack placed is limited by some magic 116 and 216 values, not 100 and 200 as in my inventory. Happens whenever there are already at least few items. Works for all item types as far as I noticed.
Too many items in stack.png
Seen this ...
Too many items in stack.png
Seen this ...
- Sun Mar 22, 2015 8:41 pm
- Forum: Duplicates
- Topic: [0.11.19] Tank can't turn when not moving.
- Replies: 2
- Views: 3875
[0.11.19] Tank can't turn when not moving.
Previously it was possible to turn around on tank without moving forward or backward. Now tank use fuel and pollute air when left or right key pressed, but not rotating.
- Sun Mar 22, 2015 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19][slpwnd] Train signal in blueprint block self.
- Replies: 1
- Views: 3279
[0.11.19][slpwnd] Train signal in blueprint block self.
When I'm trying to place blueprint with train signal already placed signals are blocking my blueprint. This bug appeared only after 0.11.18 or 19, previously I was able to do this.
On screenshots I'm trying to place blueprint right on top of it's last use:
train signal blueprint.png train signal ...
On screenshots I'm trying to place blueprint right on top of it's last use:
train signal blueprint.png train signal ...
- Sun Mar 15, 2015 1:15 am
- Forum: Not a bug
- Topic: [0.11.18] Big and medium electric pole not connected.
- Replies: 2
- Views: 2574
Re: [0.11.18] Big and medium electric pole not connected.
This is not obvious limitation and unless it is shown to user somehow this looks like a bug.
Also there is one more related problem that is definitely bug: when I remove one of other poles to "free" one of five connections my pole is still not connected.
Also there is one more related problem that is definitely bug: when I remove one of other poles to "free" one of five connections my pole is still not connected.
- Sat Mar 14, 2015 11:37 pm
- Forum: Not a bug
- Topic: [0.11.18] Big and medium electric pole not connected.
- Replies: 2
- Views: 2574
[0.11.18] Big and medium electric pole not connected.
Somehow two adjacent poles are not connected, even though they usually are in such cases. Screenshot and save:
Edit: it seems, that problem appears when big pole already have 5 connections. Is there some kind of limit for this?