Minor improvement but it's pretty reasonable.
Honestly I'm not against just capping the progress bar to 95% or such until the value is at 100%. This makes it much more clearer at a glance. Could even apply a gradient at the very end to show it, but that's a bit harder to implement.
Search found 356 matches
- Sun Jun 22, 2025 12:10 pm
- Forum: Ideas and Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 22
- Views: 2867
- Thu Jun 12, 2025 12:35 pm
- Forum: Pending
- Topic: Glitching inserters on space platform
- Replies: 2
- Views: 235
Re: Glitching inserters on space platform
I'm pretty sure you're low on power. I'm guessing it's trying to match the position of items on the belt but runs into issues at low power.
- Wed Jun 11, 2025 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Freeform tree planting
- Replies: 1
- Views: 256
Re: Freeform tree planting
You can already plant seeds by hand, just not with bots, which I assume is a deliberate choice.
- Tue Jun 03, 2025 10:52 am
- Forum: Ideas and Suggestions
- Topic: Radar should be moved to logistic tab
- Replies: 7
- Views: 1062
Re: Radar should be moved to logistic tab
In the past, the radar was a military target and that meant it would always be targeted by enemies, but that was changed I think with 2.0.
It's probably a reasonable change now (it would fit kind of nicely close to the roboport which has its own mini radar).
It's probably a reasonable change now (it would fit kind of nicely close to the roboport which has its own mini radar).
- Mon May 12, 2025 12:17 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 5979
Re: Version 2.0.48
Huge for Gleba.
- Sat May 10, 2025 5:44 pm
- Forum: Ideas and Suggestions
- Topic: Fix Inconsistent Ghost Cursor Behavior
- Replies: 4
- Views: 445
Re: Fix Inconsistent Ghost Cursor Behavior
There is a setting, that is not active by default (or at least wasn't back in the day), which says something to the effect of selecting an item as a ghost if you have it in your hotbar and click on it but don't actually have any of it in your inventory. This is specifically for when you are not in ...
- Thu May 01, 2025 5:44 pm
- Forum: Not a bug
- Topic: [2.0.43] Electromagnetic plant does not produce higher quality items
- Replies: 4
- Views: 375
Re: [2.0.43] Electromagnetic plant does not produce higher quality items
Going by the numbers in the screenshots, this has about a 0.5% chance of occurring, in other words, you were very unlucky!
- Thu Apr 24, 2025 4:26 pm
- Forum: General discussion
- Topic: How pros approach the game?
- Replies: 9
- Views: 3180
Re: How pros approach the game?
For me, by far the best way to make a fully optimize build and understand how it works is the editor. Nothing beats jumping into the editor and making a build and then testing it with the options to speed up the game.
Prior to this, it may be that additional calculations are needed for me to ...
Prior to this, it may be that additional calculations are needed for me to ...
- Sun Mar 30, 2025 9:32 pm
- Forum: General discussion
- Topic: deterministic lockstep
- Replies: 6
- Views: 782
Re: deterministic lockstep
Sorry, another question, is there a reason why the server/client must have the exact same data and CRCs?
Once you have deterministic lockstep, the entire game can be simulated perfectly, without errors, and any remaining errors are due to existing errors in data or data corruption, and any one ...
- Thu Mar 27, 2025 2:44 pm
- Forum: Gameplay Help
- Topic: How to deal with space platforms that get hit very rarely?
- Replies: 7
- Views: 802
Re: How to deal with space platforms that get hit very rarely?
I guess the best you can do is hop into editor mode and test the ship at 64x speed for a while. You will want to make sure that your ship can get both repair packs and replacement equipment, because in the long run it is likely that something is going to get hit and destroyed. You wanna not have to ...
- Wed Mar 26, 2025 2:55 pm
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 10
- Views: 12877
Re: Version 2.0.43
Seeing the Gleba spore changes in action, this is the first time I can really say that I feel Gleba is properly balanced.
- Thu Mar 20, 2025 11:39 am
- Forum: Releases
- Topic: Version 2.0.42
- Replies: 3
- Views: 9293
Re: Version 2.0.42
As usual, a lot of great fixes.
Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
This in particular had been on my mind for a month or so now. Are you psychics ...
Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
This in particular had been on my mind for a month or so now. Are you psychics ...
- Sat Mar 15, 2025 4:17 pm
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 67
- Views: 7848
Re: [Poll] Would you be happy to pay for more official planets and expansions?
I struggle to see how anyone would vote no, if there were more expansions and they were of the same high quality, but I think that's also the catch: It would be an enormous amount of work.
A second expansion would be exponentially more difficult to execute well on and just as much more work. The ...
A second expansion would be exponentially more difficult to execute well on and just as much more work. The ...
- Fri Mar 14, 2025 2:22 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 24
- Views: 7697
Re: Unbeatable anti-cheat.
This is so interesting to hear. I'd thought about it several times, and it makes sense that it should hold up quite well, but I had no proof that it would work this well.
- Tue Mar 11, 2025 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner for out of resouce mining drills.
- Replies: 2
- Views: 645
Re: Deconstruction planner for out of resouce mining drills.
This is a small QoL, but it could be useful.
For now, as a workaround, you can connect miners to the circuit network, and use that to activate a speaker. It's quite useful, especially if you worry about having to check up on the ore field to see if it's running out.
Not quite sure how this works ...
For now, as a workaround, you can connect miners to the circuit network, and use that to activate a speaker. It's quite useful, especially if you worry about having to check up on the ore field to see if it's running out.
Not quite sure how this works ...
- Mon Feb 17, 2025 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives alternative around blue science
- Replies: 19
- Views: 1539
Re: Cliff explosives alternative around blue science
You can do this in the form of a nuclear reactor. They explode if destroyed at higher than 900 degrees, and the explosion will destroy nearby cliffs.Milichip wrote: Mon Feb 17, 2025 7:36 pm Having crappier but early cliff explosives would just be a nice option, that's all.
- Fri Feb 07, 2025 8:11 am
- Forum: Balancing
- Topic: base health of rocket turret is too low
- Replies: 6
- Views: 1395
Re: base health of rocket turret is too low
I do agree it just feels too low no matter how you look at it. You could even double the HP and they would still not be too strong. So... actually doubling their health is actually an outright realistic suggestion! That's just how extremely low their HP is!
The critical weaknesses of rocket turrets ...
The critical weaknesses of rocket turrets ...
- Wed Feb 05, 2025 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Bots fail to build land mines on Gleba
- Replies: 5
- Views: 1358
Re: [Lou][2.0.33] Bots fail to build land mines on Gleba
Thanks for fixing!
If you are sure with your specific steps, could you maybe send a save with the blueprint and place where you observed the behaviour?
(If you are willing to look into it further, I would recommend placing some water canes on the margins of tiles in editor)
I simply copy pasted ...
If you are sure with your specific steps, could you maybe send a save with the blueprint and place where you observed the behaviour?
(If you are willing to look into it further, I would recommend placing some water canes on the margins of tiles in editor)
I simply copy pasted ...
- Mon Feb 03, 2025 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Bots fail to build land mines on Gleba
- Replies: 5
- Views: 1358
Re: [2.0.33] Bots fail to build land mines on Gleba
in most stuck mine ghosts the issue seems to be missing landfill(ghosts). I discovered that in some cases landfill ghost can be removed without removing the landmine ghosts, which might be the cause of this.
Do you remember what method you used for building the mines (manual physical, remote ...
- Fri Jan 31, 2025 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Bots fail to build land mines on Gleba
- Replies: 5
- Views: 1358
[Lou][2.0.33] Bots fail to build land mines on Gleba
Construction bots will occasionally fail to build land mines (on Gleba in this case).
They seem very much stuck permanently, until manually canceled (and can seemingly cause further construction orders to be stuck as a result too). In my experience, this usually happens in locations close to edges ...
They seem very much stuck permanently, until manually canceled (and can seemingly cause further construction orders to be stuck as a result too). In my experience, this usually happens in locations close to edges ...