I think this is actually expected behavior.
Logistic groups are also shared with constant combinators, which can accept fluids and every other type of signal.
So yes, you can see a request with a request for [green square].
Search found 66 matches
- Thu Nov 07, 2024 7:44 am
- Forum: Duplicates
- Topic: [2.0.15] Parametrised blueprints set fluid in requester chest
- Replies: 3
- Views: 1632
- Tue Nov 05, 2024 4:12 pm
- Forum: Minor issues
- Topic: It's possible to get science - softlocked on Vulcanus.
- Replies: 18
- Views: 8140
Re: It's possible to get science - softlocked on Vulcanus.
In past versions (pre-release) you needed satellites, which needed accumulators, which needed power poles.
However since that change, indeed it seems you can get softlocked on Vulcanus.
Considering a softlock like this was fixed for Fulgora, I see this similar softlock fixed for Vulcanus as well.
However since that change, indeed it seems you can get softlocked on Vulcanus.
Considering a softlock like this was fixed for Fulgora, I see this similar softlock fixed for Vulcanus as well.
- Sat Nov 02, 2024 4:05 pm
- Forum: Ideas and Suggestions
- Topic: Allow blueprint & co to travel with us into space
- Replies: 21
- Views: 13013
Re: [SA] Allow blueprint-like entities while entering the rocket silo
None of these items should ever be in your inventory for long. They take up space, and can be lost when you die or trash your items by mistake.
That's what the blueprint library is for. Press B and put them there. It has a tab for "global" blueprints for your player, and for "current game".
That's what the blueprint library is for. Press B and put them there. It has a tab for "global" blueprints for your player, and for "current game".
- Sat Nov 02, 2024 12:38 pm
- Forum: Modding interface requests
- Topic: find_entities_filtered: Support for "area" around "position"
- Replies: 0
- Views: 224
find_entities_filtered: Support for "area" around "position"
There are many times when I am looking for entities around another entity, e.g. mining area of mining drills or inserters around an assembler.
For this, I have to use various bounding box functions to produce the area from the bounding box or position of the entity.
I suggest that when "area" and ...
For this, I have to use various bounding box functions to produce the area from the bounding box or position of the entity.
I suggest that when "area" and ...
- Wed Oct 30, 2024 9:01 pm
- Forum: Implemented Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 35
- Views: 7373
Train condition progress should look clearer when at 100%
TL;DR
Conditions in train/platform schedules should show as clearly satisfied compared to 99%
What?
Progress of conditions currently looks almost the same between full and 99% full, requiring to look closely to see the missing 1%.
When at 100%, the graphic should look differently, and easy to ...
Conditions in train/platform schedules should show as clearly satisfied compared to 99%
What?
Progress of conditions currently looks almost the same between full and 99% full, requiring to look closely to see the missing 1%.
When at 100%, the graphic should look differently, and easy to ...
- Tue Oct 29, 2024 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Setting logistic group filters by section.filters = new_filters doesn't update the named group
- Replies: 1
- Views: 1164
[2.0.12] Setting logistic group filters by section.filters = new_filters doesn't update the named group
In a mod I am maintaining (FilterHelper), I set logistic section filters by assigning section.filters = new_filters.
On the entity I am updating, the group changes correctly. However, on other entities, the group with the same name does not change.
Changing the group manually after the programmatic ...
On the entity I am updating, the group changes correctly. However, on other entities, the group with the same name does not change.
Changing the group manually after the programmatic ...
- Tue Oct 29, 2024 4:55 pm
- Forum: Ideas and Suggestions
- Topic: Show arrow to pinned object when hovering over pin
- Replies: 4
- Views: 1097
Show arrow to pinned object when hovering over pin
TL;DR
The arrow to the pinned object should show when hovering over it, even if it is set to not always show.
What?
When a pin is set to "always show", the arrow and distance appears.
When a pin is set not "always show", the arrow doesn't show. Hovering shows the camera at the pin, but there's ...
The arrow to the pinned object should show when hovering over it, even if it is set to not always show.
What?
When a pin is set to "always show", the arrow and distance appears.
When a pin is set not "always show", the arrow doesn't show. Hovering shows the camera at the pin, but there's ...
- Tue Oct 29, 2024 4:44 pm
- Forum: Ideas and Suggestions
- Topic: Add checkbox to every pin in the list. Enable/Disable pin always visible.
- Replies: 2
- Views: 644
Re: Add checkbox to every pin in the list. Enable/Disable pin always visible.
Otherwise, hide the pin automatically when you're in the car.
Also, hovering over the pin should show the arrow to the pin, even if it's set not to show.
Also, hovering over the pin should show the arrow to the pin, even if it's set not to show.
- Sat Oct 26, 2024 3:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
- Replies: 10
- Views: 3634
Re: [2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
It was as a blueprint, and the storage chest had a filter set, to the same exact item.
- Sat Oct 26, 2024 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
- Replies: 10
- Views: 3634
[2.0.11] Super-force building that could have been an upgrade forces removal and insertion of items
When super-force building a logistic storage chest over a steel chest, bots come and remove all items from the chest, something that doesn't happen when manually doing this upgrade or using an upgrade planner.
My "mall" starts by using normal chests. When I get logistic chests I want to upgrade ...
My "mall" starts by using normal chests. When I get logistic chests I want to upgrade ...
- Fri Oct 25, 2024 6:56 am
- Forum: Balancing
- Topic: A clip of ammo does should not weigh 40 lbs
- Replies: 1
- Views: 748
Re: A clip of ammo does should not weigh 40 lbs
This is by design. The devs want you to produce ammo on the platform itself from space materials rather load up before a trip, so they are relatively heavy and stack just to 100.
- Fri Oct 25, 2024 6:55 am
- Forum: Not a bug
- Topic: [raiguard][2.0.10] Weird thruster fluid passthrough
- Replies: 5
- Views: 1951
Re: [2.0.10]some bugs with space engine
Engines have their fluid inputs in X shape, so it makes sense the 2nd and 4th engines don't work.
That said, it's weird that the center engine works.
That said, it's weird that the center engine works.
- Fri Oct 25, 2024 6:53 am
- Forum: Duplicates
- Topic: [2.0.10] Can't craft red/green circuits
- Replies: 2
- Views: 422
Re: [2.0.10] Can't craft red/green circuits
Not a bug.
Circuit wires are now free. You can see them on your toolbar on the far right. You can also use the shortcuts alt-r/g/c
Circuit wires are now free. You can see them on your toolbar on the far right. You can also use the shortcuts alt-r/g/c
- Thu Oct 24, 2024 7:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.10] Elevated Rails can be used as a mod in base game
- Replies: 1
- Views: 3825
[Rseding91] [2.0.10] Elevated Rails can be used as a mod in base game
Steps:
* Use a non Space Age copy of the game (e.g. portable from the Wubesite).
* Copy elevated rails mod from a Space Age installation to the mod folder in the non Space Age version.
* Edit out the line "rail_bridges_required": true, from info.json
* Start the game
Expected:
Game not loading ...
* Use a non Space Age copy of the game (e.g. portable from the Wubesite).
* Copy elevated rails mod from a Space Age installation to the mod folder in the non Space Age version.
* Edit out the line "rail_bridges_required": true, from info.json
* Start the game
Expected:
Game not loading ...
- Thu Oct 24, 2024 7:35 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
- Replies: 15
- Views: 5065
Re: [2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
In both cases, I didn't have any of these items in hand or in remote view.
It is working *inconsistently* between iron ore (giving a quality ghost/item) and bricks or concrete (giving a *normal* quality ghost/item).
This is specifically working differently for *tiles*, as it is giving me *tile ...
It is working *inconsistently* between iron ore (giving a quality ghost/item) and bricks or concrete (giving a *normal* quality ghost/item).
This is specifically working differently for *tiles*, as it is giving me *tile ...
- Wed Oct 23, 2024 7:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
- Replies: 15
- Views: 5065
[StrangePan][2.0.9] Pipette on quality concrete/brick item in assembler gives normal item ghost
Steps:
* Set assembler recipe to quality concrete or refined concrete.
* Use pipette (Q) on brick or concrete.
Expected:
Quality brick/concrete
Actual:
Normal brick/concrete
Same result if done in remote view or normal view.
Pipette on other items in the recipe give the quality item as expected ...
* Set assembler recipe to quality concrete or refined concrete.
* Use pipette (Q) on brick or concrete.
Expected:
Quality brick/concrete
Actual:
Normal brick/concrete
Same result if done in remote view or normal view.
Pipette on other items in the recipe give the quality item as expected ...
- Wed Oct 23, 2024 6:42 am
- Forum: Implemented Suggestions
- Topic: [may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop?
- Replies: 9
- Views: 24650
[2.0.9] It is possible to softlock on Fulgora due to missing sticks/substations
It was said in the past the middle 3 planets can be built up from a naked crashlanding.
However, if you do not have substations researched, you can not build any power distribution.
Medium and big electric poles require iron sticks, which can not be got on the planet without recycling down with ...
However, if you do not have substations researched, you can not build any power distribution.
Medium and big electric poles require iron sticks, which can not be got on the planet without recycling down with ...
- Wed Oct 23, 2024 6:35 am
- Forum: Ideas and Suggestions
- Topic: Make vanilla lategame playable again (move space science packs back to the rocket silo)
- Replies: 7
- Views: 3505
[2.0.9] In base game without Space Age space science is bottlenecked by landing pad
With the change to sending satellites into space and landing pads, the amount of science returned depends on the amount of cargo pods the landing pad can accept, which is a limited number per time.
In Space Age, this is alleviated by adding cargo extension bays which can accept cargo pods.
In base ...
In Space Age, this is alleviated by adding cargo extension bays which can accept cargo pods.
In base ...
- Sat Feb 03, 2024 10:23 am
- Forum: Implemented mod requests
- Topic: Distance limit parameter for `spill_item_stacks`
- Replies: 5
- Views: 1993
Re: Distance limit parameter for `spill_item_stacks`
With 2.0 getting stacking inserters, could this 10 second freeze issue be solved by spilling items out in stacks? Yes you could have a lot of item types (up to 65k times qualities), but it's usually relatively few item types.
- Mon Jan 22, 2024 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)
- Replies: 2
- Views: 1052
Flamethrower turret #fluidbox == 2 but crashes on .get_filter(2)
The prototype has 1 fluid box, while in game 2 are visible when printed. However, .get_filter(2) crashes
While running this code from a mod I am developing:
local fb = entity.fluidbox
for i = 1, #fb do
log(entity.name .. " " .. #fb .. " " .. i)
local filter = fb.get_filter(i)
...
The ...
While running this code from a mod I am developing:
local fb = entity.fluidbox
for i = 1, #fb do
log(entity.name .. " " .. #fb .. " " .. i)
local filter = fb.get_filter(i)
...
The ...