Search found 61 matches
- Wed Dec 23, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: [1.1.6] If a train stop name contains rich text icons, make the icons (optionally) visible in alt-mode.
- Replies: 1
- Views: 725
[1.1.6] If a train stop name contains rich text icons, make the icons (optionally) visible in alt-mode.
Now that it's easy to add rich text icons to train stop names, most of my stops do contain them. It'd be nice to be able to see those outside of the map and train stop/train GUI. Proposed behavior When "alt-mode" is on, I'd like to be able to see what rich text icons I've placed on a train...
- Tue Dec 22, 2020 3:27 am
- Forum: Ideas and Suggestions
- Topic: improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
- Replies: 7
- Views: 2335
improve usability of blueprints/ should not default to zero coordinates, but to context-sensitives
This is a proposal for an update for the default X & Y coordinate values for blueprints that snap to the absolute grid. Desired behavior: When I make a blueprint and ensure "Snap to grid" --> "Grid position" --> "Absolute" is set, I would like the first time I place...
- Mon Dec 07, 2020 12:35 am
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 5041
Re: Snap to grid should default to relative again
+1
Myself, I use relative all the time.
I never use absolute. I can imagine it being useful for cityblocks, or substation grids, but it's very specialize compared to relative which is useful in so many places.
Myself, I use relative all the time.
I never use absolute. I can imagine it being useful for cityblocks, or substation grids, but it's very specialize compared to relative which is useful in so many places.
- Sun Nov 29, 2020 7:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.2] String matching in crafting GUI search is now less flexible
- Replies: 3
- Views: 2045
[Rseding91] [1.1.2] String matching in crafting GUI search is now less flexible
When searching in the crafting menu, in 1.0, I used to be able to type, for example "trt", which would show results that matched "turret" ("bet" shows results that match "belt", etc) this is nice because it means i can search for almost anything right-hand-onl...
- Sun Nov 29, 2020 1:23 am
- Forum: PyMods
- Topic: Unknown key: "fluid-name.drilling-waste" 0
- Replies: 2
- Views: 1706
Unknown key: "fluid-name.drilling-waste" 0
I'm pretty new to PyMods and ran into this early on. English locale.
- Tue Nov 24, 2020 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Give an option in the interface menu to revert to old quickbar behavior.
- Replies: 12
- Views: 2602
Re: Give an option in the interface menu to revert to old quickbar behavior.
Please add this option or at least an option to lock individual quickbar slots like the toolbelt used to have and inventory currently has. I exclusively use the quickbar with my mouse. So far, in my current experience with the new behavior: - Things are not where I expect them to be, as I've clicked...
- Tue Nov 24, 2020 5:41 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 129910
Re: Version 1.1.0
My original complaint was based on a reading of the change-log. Now an hour of actually playing with this change confirms my worse fears, as my quickbar keeps getting scrambled. Indeed, the quickbar is almost unusable right now, because the items I use most keep getting overwritten. It's quicker to...
- Mon Aug 05, 2019 1:40 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
- Replies: 10
- Views: 2559
Re: [posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
Thanks for the update, I appreciate it. Looks like my issue may be here to stay... BlueTemplar, out of curiosity, whenever I eventually upgrade monitors, would you recommend one with smaller or larger pixels to avoid this effect? Anyways, I hope your issue gets resolved! By chance, does anyone know ...
- Sun Aug 04, 2019 4:15 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
- Replies: 10
- Views: 2559
Re: [posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
@posila, I tried out 0.17.62 and didn't see much improvement. But I also didn't see your change in the patch notes for either release. Should I keep looking out for it? Not trying to rush you or anything, just checking.... I realize the issue could just be a peculiarity of my system, just hoping it'...
- Thu Aug 01, 2019 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
- Replies: 10
- Views: 2559
Re: [posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
Yes, moiré! I could not for the life of me remember that term.
Thanks for adding the fix to 0.17.61. I'll let you know how much it improves for me.
Thanks for adding the fix to 0.17.61. I'll let you know how much it improves for me.
- Wed Jul 31, 2019 8:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
- Replies: 10
- Views: 2559
[posila] Headache-inducing: New ore on belts flickers/progresses/is out of sync with video
Hello, Ever since the new ore graphics were released, they've been causing (or surfacing) a graphical glitch in the game on my system. It happens when the ore is on belts. There's a visual "progression" that makes the items look like they are moving faster or in the opposite direction. It ...
- Thu Mar 14, 2019 11:09 pm
- Forum: Duplicates
- Topic: Crash when adding temporary stop to train schedule
- Replies: 1
- Views: 590
Crash when adding temporary stop to train schedule
Not exactly sure what happened, but I was adding temporary stops to a train that I was not aboard, near rails that were being constructed. The train had driven around a couple times. Game crashed. Log attached. Please let me know if you have any questions about what actions I took and I'll answer be...
- Sat Mar 02, 2019 12:44 am
- Forum: Not a bug
- Topic: [0.17.3] Cannot connect EMPTY pipes due to fluid mixing restriction
- Replies: 7
- Views: 2742
Re: [0.17.3] Cannot connect EMPTY pipes due to fluid mixing restriction
There is no oil in the pipe. It assigns oil to the pipe because it is connected to an input set as oil. With the oil refineries set to the standard refining, both inputs are set to oil in. When switched to advanced oil refining, the inputs and pipes on the heavy oil side are switched to water. The ...
- Thu Feb 28, 2019 10:46 pm
- Forum: Not a bug
- Topic: [0.17.3] Cannot connect EMPTY pipes due to fluid mixing restriction
- Replies: 7
- Views: 2742
[0.17.3] Cannot connect EMPTY pipes due to fluid mixing restriction
What I did I have refineries set up for Basic Oil Processing. No oil is in any system at all. I want to set them up with water for eventual Advanced Oil Processing. However I cannot connect water to the bottom input, even though there is NO FLUID in the system at all. What went wrong I cannot conne...
- Wed May 17, 2017 4:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Some Heat Exchangers do not work.
- Replies: 2
- Views: 922
Re: [0.15.10] Some Heat Exchangers do not work.
Yeah, the 500 degrees thing is clear, thanks!
The 0.15.11 update definitely completely broke my layout so no worries on this bug, time to figure out a new one.
The 0.15.11 update definitely completely broke my layout so no worries on this bug, time to figure out a new one.
- Mon May 15, 2017 12:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Some Heat Exchangers do not work.
- Replies: 2
- Views: 922
[0.15.10] Some Heat Exchangers do not work.
This seems different than the heatpipe directional issue, but I guess it could be a strange expression of that. I rebuilt the pipes/exchangers. Some of the heat exchangers simply do not work at all. They have heat, they have water, no steam is created.
I've attached the log and the save in question.
I've attached the log and the save in question.
- Thu May 11, 2017 2:54 am
- Forum: Resolved Problems and Bugs
- Topic: [SOLVED] .15.9 New performance issue with bots from personal
- Replies: 5
- Views: 1838
Re: .15.9 New performance issue with bots from personal roboport
Indeed this is fixed in 0.15.10. Thanks, and good call Rseding91!
- Tue May 09, 2017 3:48 am
- Forum: Resolved Problems and Bugs
- Topic: [SOLVED] .15.9 New performance issue with bots from personal
- Replies: 5
- Views: 1838
Re: .15.9 New performance issue with bots from personal roboport
Rseding91, that sounds like my issue. It happens when many robots take stuff out of inventory, but not when robots take stuff from storage.
Loewchen, I'll wait on 0.15.10 to see if that fixes it.
Thanks, both!
Loewchen, I'll wait on 0.15.10 to see if that fixes it.
Thanks, both!
- Mon May 08, 2017 7:41 am
- Forum: Resolved Problems and Bugs
- Topic: [SOLVED] .15.9 New performance issue with bots from personal
- Replies: 5
- Views: 1838
[SOLVED] .15.9 New performance issue with bots from personal
Since .15.9 I see performance issues whenever a few bots leave my inventory to place/deconstruct objects. This issue did not occur for me on .14.x or prior to .15.7. I have 3 mk 2 roboports on, and the more robots that leave, the worse the performance gets. Placing ~30 objects will cause it, but pla...
- Mon May 01, 2017 5:27 am
- Forum: Resource Spawner Overhaul
- Topic: [SOLVED] Converted game to .15, Uranium was not added
- Replies: 2
- Views: 1865
Re: Converted game to .15, Uranium was not added
Thanks, I had to explore pretty far, but you were right! Found 2.9M Uranium finally