Search found 15 matches
- Tue Nov 05, 2024 3:38 am
- Forum: Assigned
- Topic: [raiguard][2.0.14] Electrolyte is replenished without having a source
- Replies: 5
- Views: 520
Re: [2.0.14] Electrolyte is replenished without having a source
I also found this bug and I searched the forum and found this post. I was making blue circuits with sulfuric acid in the electromagnetic plant. I noticed the amount of acid was staying at 400 units even after I disconnected the pipe. I investigated and figured out the reason. The building actually c...
- Tue Oct 29, 2024 3:05 am
- Forum: Duplicates
- Topic: [2.0.11]On Gleba, a certain plant has an unintended blue underline at a specific zoom level.
- Replies: 2
- Views: 158
Re: [2.0.11]On Gleba, a certain plant has an unintended blue underline at a specific zoom level.
I just noticed another instance of the blue underline. I took a screenshot of it. I only shows up at a specific zoom level. It disappears when you zoom out too much, or zoom in too far.
- Tue Oct 29, 2024 2:23 am
- Forum: Duplicates
- Topic: [2.0.11]On Gleba, a certain plant has an unintended blue underline at a specific zoom level.
- Replies: 2
- Views: 158
[2.0.11]On Gleba, a certain plant has an unintended blue underline at a specific zoom level.
https://youtu.be/f9a7o8MfrzY?si=BHLrNCU3P1CPv_ES My video hardware is a Nvidia RTX 3080ti with the 565.90-desktop-win10-win11-64bit-international-dch-whql driver This bug is purely graphical, so I had to record a short video to show the problem. If you watch the end of the video, I zoom in with vid...
- Sun Mar 22, 2020 3:35 pm
- Forum: Duplicates
- Topic: [0.18.15] Unknown key: "flying-text-new.technologies-available" When starting a New Introduction
- Replies: 0
- Views: 655
- Tue Mar 19, 2019 6:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.15]Train Stops at Waypoints if using the same name.
- Replies: 4
- Views: 3544
[kovarex] [0.17.15]Train Stops at Waypoints if using the same name.
https://youtu.be/TyC0EA6uOjo
Here is a video. You can see that the train is going non stop when the stops are named A and B. When I change them to both be named A, it halts momentarily at each stop.
Here is a video. You can see that the train is going non stop when the stops are named A and B. When I change them to both be named A, it halts momentarily at each stop.
- Sat Mar 02, 2019 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Logistically discarding items that are also requested should decrease the requested quantity
- Replies: 7
- Views: 2600
QoL suggestion: Higher value in logistics slots should temporarily override trash slot value.
If you request more items than your trash threshold. All of the items will be brought to your character and immediately go into the trash slots, making the logistics bots become stuck in a loop of grabbing trash, putting it back into your inventory, the item goes back into the trash slot again. To w...
- Wed Jan 17, 2018 11:37 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 5134
Re: Train schedule Stop Offsets
There is no need for such complications. It should be very simple to implement and understand. Train length should do not matter, long train should perfectly fine stop on short station, as long, as the engine is between Train Stop and next Rain Signal. Shorter train should also be able to stop anyw...
- Wed Jan 17, 2018 11:31 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 5134
Re: Train schedule Stop Offsets
What are the difference between scheduling train stations with offset and having more than one station behind each other with space of 2 wagons each? I don't get the point why that offset is needed. ... Give it a try. It seems to work find one small scale. But after 16~ wagons, the length of the st...
- Wed Jan 17, 2018 10:40 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 5134
Re: Option to allow trains to creep forward at train stops
-copied to Original post- An offset could work for me. Its a tidier method than my original suggestion. You set the offset per scheduled stop, so if you want to use a long train on a small station, you just add the stop multiple times and specify how far past the train stop that the train moves forw...
- Wed Jan 17, 2018 8:20 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 5134
Re: Option to allow trains to creep forward at train stops
The problem is on a long train, you either unload all of the cars at once, or you use multiple stops to unload it in stages. No matter what you need the station to be 2x the length of the train. There's no point at the start or finish that you want the train to be stretching into the main track so i...
- Wed Jan 17, 2018 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 5134
Re: Option to allow trains to creep forward at train stops
Use more train stations as unloading stop at the right position. This will never be implemented because it only fits your playstyle. That is impractical for long trains. The suggestion is to remove the need to have the train station the same length as the train. Either you have one stop and inserte...
- Tue Jan 16, 2018 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule Stop Offsets
- Replies: 13
- Views: 5134
Train schedule Stop Offsets
You set the offset per scheduled stop, so if you want to use a long train on a small station, you just add the stop multiple times and specify how far past the train stop that the train moves forward each time. On my 6-96 train, I could make a 8 wagon unloader and then set the schedule to: StopSmelt...
- Wed May 24, 2017 10:57 pm
- Forum: Gameplay Help
- Topic: Stack Filter Inserter - set stack size according to filter
- Replies: 11
- Views: 6053
Re: Stack Filter Inserter - set stack size according to filter
Use an inserter to take items out of the wagon. This is the only solution that works because the main inserter will always deposit one load into the train wagon when it first arrives. Its a simple setup. here is an example blueprint: I don't know why the entire blueprint isn't appearing, but you can...
- Tue May 16, 2017 6:00 pm
- Forum: Duplicates
- Topic: 0.15.11 Stop Stop: Read Stopped Train setting not remembered
- Replies: 1
- Views: 1041
0.15.11 Stop Stop: Read Stopped Train setting not remembered
It seems the signal still generates, so this might just be a GUI problem. The X that appears when you select read stopped train is gone when you close and reopen the train stop gui.
EDIT: It seems that if you read train contents, at the same time, then Read stopped train is remembered.
EDIT: It seems that if you read train contents, at the same time, then Read stopped train is remembered.
- Tue May 02, 2017 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Tank flamethrower sound continues after switching weapons
- Replies: 2
- Views: 2471
[0.15.6] Tank flamethrower sound continues after switching weapons
When driving the tank and firing the flame thrower, If I press the button to change weapons without releasing space bar, the flame sound effect continues playing while firing cannon shells.