Search found 532 matches

by GotLag
Sat Apr 10, 2021 10:58 am
Forum: Implemented Suggestions
Topic: Carry over custom inserter pickup/drop when upgrading/fast replacing
Replies: 15
Views: 3564

Re: Carry over custom inserter pickup/drop when upgrading/fast replacing

You might want to start looking at the dates on these threads before replying.
by GotLag
Sat Jan 23, 2021 5:26 am
Forum: Duplicates
Topic: [1.1.13] Shift-click with ghost does not mark trees/rocks for deconstructions
Replies: 2
Views: 1145

[1.1.13] Shift-click with ghost does not mark trees/rocks for deconstructions

In the latest version trees and rocks are marked for removal when pasting or placing blueprints, but not when placing individual entity ghosts
by GotLag
Sat Dec 26, 2020 1:27 pm
Forum: Ideas and Suggestions
Topic: Allow recipes to be chosen as blueprint icons and map tags
Replies: 14
Views: 4117

Re: Allow recipes to be chosen as blueprint icons.

This is a good idea. The current design is a bad one - map and blueprint icons are not signals, they are icons, and as such should be allowed to select the full range of icons.
by GotLag
Sat Dec 26, 2020 9:11 am
Forum: Not a bug
Topic: [1.1.6] Map tag icon picker does not include recipes
Replies: 6
Views: 1716

Re: [1.1.6] Map tag icon picker does not include recipes

Maybe it's time to rethink that, then.
by GotLag
Sat Dec 26, 2020 9:02 am
Forum: Not a bug
Topic: [1.1.6] Map tag icon picker does not include recipes
Replies: 6
Views: 1716

Re: [1.1.6] Map tag icon picker does not include recipes

I'm aware there are two pickers, it just seems like maybe the map tag dialogue is using the wrong one for the icon
by GotLag
Sat Dec 26, 2020 12:54 am
Forum: Not a bug
Topic: [1.1.6] Map tag icon picker does not include recipes
Replies: 6
Views: 1716

[1.1.6] Map tag icon picker does not include recipes

When adding a new tag, the icon picker uses the signal picker, meaning that recipes are not available for selection: https://i.imgur.com/LObwgf6.png Compare that to the icon picker used for the tag label: https://i.imgur.com/HbExNy1.png Is this an oversight or a deliberate choice? Being able to use ...
by GotLag
Sat Dec 19, 2020 3:29 am
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 52
Views: 41682

Re: [0.17] Even Distribution

I've found a bug that results in the loss of items in "Balance out inventories" mode Load the attached save game, and then immediately hold control and drag the held stack over the turrets, starting with the turret at top left (the only one with ammo). To show the bug, you need to do this ...
by GotLag
Wed Dec 09, 2020 12:05 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.3] Wrong max consumption shown in tooltip for modded boiler with minimum_temperature
Replies: 2
Views: 2224

Re: [Twinsen][1.1.3] Wrong max consumption shown in tooltip for modded boiler with minimum_temperature

Ah, yes, sorry for not wording that clearly. I was referring to the fluid consumption/output and not the burnable fuel.

Thank you for fixing it.
by GotLag
Thu Dec 03, 2020 10:00 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.3] Wrong max consumption shown in tooltip for modded boiler with minimum_temperature
Replies: 2
Views: 2224

[Twinsen][1.1.3] Wrong max consumption shown in tooltip for modded boiler with minimum_temperature

The attached (very unfinished) mod adds a boiler that takes 165°C steam as input and heats it to 465°C Its energy source is a 3.6MW burner with 200% efficiency, so it consumes as much fuel as a normal boiler to raise the steam temperature by twice as much. When testing in-game it produces 465°C stea...
by GotLag
Sun Nov 01, 2020 11:59 am
Forum: Won't implement
Topic: [1.0.0] Recipe properties don't propagate to normal and expensive
Replies: 2
Views: 1340

[1.0.0] Recipe properties don't propagate to normal and expensive

If you set a property on a recipe which has normal and expensive modes, that property does not apply to those modes. For example, the following has no effect in-game except to show that the recipe has been modded: data.raw.recipe["burner-mining-drill"].hidden = true To actually hide the re...
by GotLag
Thu Sep 03, 2020 12:29 pm
Forum: Not a bug
Topic: [1.0] [minor] Mining drill working light wrong colour
Replies: 1
Views: 822

[1.0] [minor] Mining drill working light wrong colour

The mining drill status light glows white when the mine is working, with a larger radius than the other status lights. In-game picture at night: https://i.imgur.com/FZVC9MT.png According to the light settings in demo-mining-drill.lua the working light should be green: function electric_mining_drill_...
by GotLag
Sun Aug 30, 2020 4:34 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] - Nuke crater not in centre of blasted ground
Replies: 1
Views: 965

[Rseding91] [1.0.0] - Nuke crater not in centre of blasted ground

This is a minor aesthetic concern, not a major bug. The crater left after a nuke blast consistently looks like it's too far south compared to the blackened ground around it. The centre of the crater floor is located at the nuke impact point but the crater has a visual illusion of depth, so the sprit...
by GotLag
Sat Mar 07, 2020 1:14 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 18782

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

There's no reason to increase the wire reach just because the chunk size is 32. It has no gameplay advantage of disadvantage to be 32 vs 30. If nobody ever told you chunk size was 32x32 then you wouldn't even know it was a thing. Just ignore the fact chunks exist and build as you want. It doesn't c...
by GotLag
Fri Mar 06, 2020 11:49 pm
Forum: Ideas and Suggestions
Topic: Button to graphs to same scale on production GUI
Replies: 1
Views: 796

Button to graphs to same scale on production GUI

I don't know about anyone else but I'l find it much more intuitive on item production/consumption graphs if both sides had the same vertical scale, so I could more easily visually compare the two. Some kind of button between the graph panes to toggle displaying both of them at the same scale would b...
by GotLag
Fri Mar 06, 2020 11:40 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 16
Views: 4027

Re: Doodads and plants over concrete floors :(

On a related note, anyone else not like the (new) uneven texture for concrete? (The old one looks smoother.) The current bumpy concrete texture should really be used for brick flooring. Not to mention concrete flooring in real life is just smooth. Just google "concrete flooring" if you do...
by GotLag
Sat Feb 29, 2020 7:37 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.18.9] Refineries do not support backer names despite prototype
Replies: 2
Views: 2150

[Rseding] [0.18.9] Refineries do not support backer names despite prototype

Oil refineries don't show backer names, and supports_backer_name() returns false when run against them in-game. However, the prototype for oil-refinery shows has_backer_name set to true As per the prototype documentation, has_backer_name is a supported property of type assembling-machine, so either ...
by GotLag
Sun Feb 09, 2020 1:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"
Replies: 3
Views: 2862

Re: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's fil

Here's a better demonstration map: Fluid Crash Demo.zip Here's a modified version of MMOTO that successfully loads without crashing: MMOTO_1.0.1.zip The refinery is using the recipe advanced-oil-processing-mmoto-both The chemical plant is using heavy-oil-cracking-mmoto-in The zip of MMOTO 1.0.1 abov...
by GotLag
Sat Feb 08, 2020 11:48 am
Forum: Resolved Problems and Bugs
Topic: [0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"
Replies: 3
Views: 2862

[0.18.4] Crash loading map after removing fluid recipes with indexes: "Fluid not compatible with this fluidbox's filter"

I have a mod, MMOTO , which adds mirrored versions of oil processing and chemistry recipes. MMOTO modifies the base game oil and chemistry recipes, by finding all recipes with 2 or more fluid inputs, and explicitly setting the fluidbox_index on each input. It does the same with outputs. It then crea...
by GotLag
Fri Nov 08, 2019 11:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.76] Bots sometimes leave tiles on the ground
Replies: 1
Views: 1166

[Rseding91] [0.17.76] Bots sometimes leave tiles on the ground

Bots with a capacity greater than one will now place more than one tile per trip. If they are replacing more than one type of tile on that one trip, they will only be able to carry back the first tile type they pick up. To replicate, place a 2x2 checker-board pattern of stone and concrete, then shif...

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