What did you do?
Try to remove train interrupts by clicking on the X icon.
What happened?
Nothing happens, then I noticed by clicking on the X i can drag the map behind - clicking through the X but not the X.
See attached video.
cannot-remove-train-interrupt.mp4
What did you expect to ...
Search found 88 matches
- Fri Feb 28, 2025 7:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.33] Cannot remove train interrupts (clicktrough / clicking behind it)
- Replies: 2
- Views: 618
- Mon Feb 24, 2025 1:18 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] Missing effect description of jelly and jellynuts and effect duration of all gleba edibles.
- Replies: 1
- Views: 601
Re: [2.0.21] Missing effect description of jelly and jellynuts and effect duration of all gleba edibles.
As of 2.0.31, this got fixed
- Sun Jan 19, 2025 1:24 pm
- Forum: Duplicates
- Topic: [2.0.28] Requested item gets trashed by "trash unrequested"
- Replies: 1
- Views: 604
[2.0.28] Requested item gets trashed by "trash unrequested"
What did you do? What happened? :
I built a requester chest that should request 500 to infinite uncommon iron plates
and set "Trash unrequested".
Expected : it should be ok to have more than 500 uncommon iron plates in the chest.
Observed behaviour : if more than 500 items get into the chest, the ...
I built a requester chest that should request 500 to infinite uncommon iron plates
and set "Trash unrequested".
Expected : it should be ok to have more than 500 uncommon iron plates in the chest.
Observed behaviour : if more than 500 items get into the chest, the ...
- Tue Dec 31, 2024 11:52 am
- Forum: Duplicates
- Topic: [2.0.28] Cannot fill all module requests by Ctrl + Click
- Replies: 2
- Views: 857
Re: [2.0.28] Cannot fill all module requests by Ctrl + Click
It does not need to be a module upgrade.
Setting requests for same or lower tier modules into the free slots also does not work.
Setting requests for same or lower tier modules into the free slots also does not work.
- Tue Dec 31, 2024 1:26 am
- Forum: Not a bug
- Topic: [2.0.28] Mining drill expected resources ignoring resource drain
- Replies: 4
- Views: 1489
[2.0.28] Mining drill expected resources ignoring resource drain
Having common, uncommon, rare, etc. big mining drills all show the same amount of expected resources (in the right-side building details pane) when placed at the same location.
This is wrong, since the better quality ones have smaller resource drain, thus bringing more ores from the same patch.
Not ...
This is wrong, since the better quality ones have smaller resource drain, thus bringing more ores from the same patch.
Not ...
- Tue Dec 31, 2024 1:12 am
- Forum: Duplicates
- Topic: [2.0.28] Cannot fill all module requests by Ctrl + Click
- Replies: 2
- Views: 857
[2.0.28] Cannot fill all module requests by Ctrl + Click
Cannot fill all module requests by Ctrl + Click if there are already modules in the building.
Given I have an assembler with 1x Speed Module 1 (either real or ghost), 1x free slot and 1x module of other type in it.
Now if I [Ctrl + Click] on the building with Speed 2 or 3 module ghost, upgrade ...
Given I have an assembler with 1x Speed Module 1 (either real or ghost), 1x free slot and 1x module of other type in it.
Now if I [Ctrl + Click] on the building with Speed 2 or 3 module ghost, upgrade ...
- Tue Dec 31, 2024 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.28] Placing quality building over common building ghost removes module slot requests.
- Replies: 3
- Views: 5514
[Lou][2.0.28] Placing quality building over common building ghost removes module slot requests.
Given I have a blueprint including common big mining drills with modules and I place this blueprint.
If I place quality (uncommon) big mining drills over the common big drill ghosts, the module slot request get lost.
If I place quality (uncommon) big mining drills over the common big drill ghosts, the module slot request get lost.
- Fri Dec 27, 2024 10:49 pm
- Forum: Duplicates
- Topic: [2.0.28] Production statistics showing wrong item counts
- Replies: 6
- Views: 1230
Re: [2.0.28] Production statistics showing wrong item counts
From the same save file:
An example that shows much more impact:
Uncommon iron plate produced on vulcanus
- 146 plates in last 1 hour
- 98 plates in last 10 hours
- 36 plates in last 50 hours
- no plates in last 250 hours
- no plates in last 1000 hours
- 146 plates All time
An example that shows much more impact:
Uncommon iron plate produced on vulcanus
- 146 plates in last 1 hour
- 98 plates in last 10 hours
- 36 plates in last 50 hours
- no plates in last 250 hours
- no plates in last 1000 hours
- 146 plates All time
- Fri Dec 27, 2024 10:30 pm
- Forum: Duplicates
- Topic: [2.0.28] Production statistics showing wrong item counts
- Replies: 6
- Views: 1230
- Fri Dec 27, 2024 10:13 pm
- Forum: Duplicates
- Topic: [2.0.28] Production statistics showing wrong item counts
- Replies: 6
- Views: 1230
[2.0.28] Production statistics showing wrong item counts
Issue:
The statistics are showing wrong values for the production statistics, smaller values than the real ones.
My save has about 175 hours.
The statistic shows smaller values for some items in "Produced in last 250 hours" than in "Produced in last 1000 hours" - this is obviously wrong ...
The statistics are showing wrong values for the production statistics, smaller values than the real ones.
My save has about 175 hours.
The statistic shows smaller values for some items in "Produced in last 250 hours" than in "Produced in last 1000 hours" - this is obviously wrong ...
- Wed Dec 25, 2024 1:20 am
- Forum: Not a bug
- Topic: [2.0.28] No underground pipes when super forced building
- Replies: 1
- Views: 531
[2.0.28] No underground pipes when super forced building
Super forced building creates underground belts but not underground pipes.
I would expect to create underground pipes the same way as belts.
Does it happen always, once, or sometimes?
Always
I would expect to create underground pipes the same way as belts.
Does it happen always, once, or sometimes?
Always
- Wed Dec 25, 2024 12:59 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.28] Train fuel interface only allows Q-picking ghosts
- Replies: 1
- Views: 2123
[2.0.28] Train fuel interface only allows Q-picking ghosts
What did you do? What happened?
Standing next to train, open train interface, fuel menu.
Q over rocket fuel in order to start manually filling the train with fuel.
Rocket fuel ghost gets selected, but rocket fuel is available in player inventory.
(also: Q-ing on any item in the user inventory ...
Standing next to train, open train interface, fuel menu.
Q over rocket fuel in order to start manually filling the train with fuel.
Rocket fuel ghost gets selected, but rocket fuel is available in player inventory.
(also: Q-ing on any item in the user inventory ...
- Wed Dec 25, 2024 12:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.28] Quality recipe shows non-quality ingredients.
- Replies: 1
- Views: 1666
[Klonan] [2.0.28] Quality recipe shows non-quality ingredients.
Quality recipes show non-quality ingredients.
See picture:
Uncommon quality module is made among others of uncommon processing units, but tooltip shows common processing units, etc. .
See picture:
Uncommon quality module is made among others of uncommon processing units, but tooltip shows common processing units, etc. .
- Wed Dec 25, 2024 12:31 am
- Forum: Minor issues
- Topic: [2.0.28] Removal of rail support ghosts does not remove elevated rail ghosts
- Replies: 1
- Views: 630
[2.0.28] Removal of rail support ghosts does not remove elevated rail ghosts
Removing rail support ghosts does not remove rail ghosts in the air.
- before removing rail support ghosts: robots ingore building the elevated rails
- after removing rail support ghosts: robots try building the elevated rails causing deadblock of them
- usually it is not possible to remove rail ...
- before removing rail support ghosts: robots ingore building the elevated rails
- after removing rail support ghosts: robots try building the elevated rails causing deadblock of them
- usually it is not possible to remove rail ...
- Wed Dec 25, 2024 12:02 am
- Forum: Duplicates
- Topic: [2.0.28] Unexpected belt transport order when transporting quality items
- Replies: 1
- Views: 435
[2.0.28] Unexpected belt transport order when transporting quality items
What did you do? What happened?
Let a transport belt flow into another, quality items already on the belt get stopped to make space for new items.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
The items already on the belt to be prioritized over the ...
Let a transport belt flow into another, quality items already on the belt get stopped to make space for new items.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
The items already on the belt to be prioritized over the ...
- Tue Dec 03, 2024 10:01 pm
- Forum: Ideas and Suggestions
- Topic: View electric network number power poles are connected to.
- Replies: 0
- Views: 1028
View electric network number power poles are connected to.
If having a complex circuit-controlled base, sometimes it might not be trivial to see which entities are connected using red and green wires, despite marking the electric wire networks of the hovered buildings.
Clicking an almost all buildings allows to view the number of the circuit network which ...
Clicking an almost all buildings allows to view the number of the circuit network which ...
- Tue Dec 03, 2024 9:31 pm
- Forum: Assigned
- Topic: [kovarex][2.0.23] Super force building on belts can create broken underground connections
- Replies: 0
- Views: 740
[kovarex][2.0.23] Super force building on belts can create broken underground connections
What did you do?
Build power switches in super forced building mode over existing transport belts.
superforced-overbuilding.png
What happened?
Underground transport belts are not always extended in length, instead, they are kept where they are if possible and transport line gets interrupted ...
Build power switches in super forced building mode over existing transport belts.
superforced-overbuilding.png
What happened?
Underground transport belts are not always extended in length, instead, they are kept where they are if possible and transport line gets interrupted ...
- Tue Dec 03, 2024 9:02 pm
- Forum: Not a bug
- Topic: [2.0.23] Cannot rotate rail to all directions
- Replies: 1
- Views: 732
[2.0.23] Cannot rotate rail to all directions
Not sure if this bug or more a feature request...
When rotating a rail hold in hand, there are 8 orientations in that the rail can be rotated using [R].
But there are 16 orientations a rail can lie on the ground - 8 of them cannot be selected for placing directly.
This is not the case for the rail ...
When rotating a rail hold in hand, there are 8 orientations in that the rail can be rotated using [R].
But there are 16 orientations a rail can lie on the ground - 8 of them cannot be selected for placing directly.
This is not the case for the rail ...
- Tue Dec 03, 2024 8:52 pm
- Forum: Duplicates
- Topic: [2.0.23] Rail signal placed on green rectangle not working
- Replies: 1
- Views: 831
[2.0.23] Rail signal placed on green rectangle not working
What did you do?
Place 22.5 degree track road and a curved rail next to it, intersect it with curved rail.
There are green rectangles for rail signal placement where the signals only blink and do not segment the rail network.
What happened?
Rail signal is only blinking.
What did you expect ...
Place 22.5 degree track road and a curved rail next to it, intersect it with curved rail.
There are green rectangles for rail signal placement where the signals only blink and do not segment the rail network.
What happened?
Rail signal is only blinking.
What did you expect ...
- Mon Dec 02, 2024 11:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Rocket silo contents not summing up in right-side quick overview pane
- Replies: 3
- Views: 2160
Re: [2.0.23] Rocket silo contents not summing up in right-side quick overview pane
This seems to be the case for all spoilables.
I think this might be caused by the different spoil status of the different slots.
I think this might be caused by the different spoil status of the different slots.