Search found 215 matches
- Wed Feb 21, 2018 3:51 pm
- Forum: Minor issues
- Topic: [0.16.25] [for 0.17] Only one speaker warning is shown
- Replies: 4
- Views: 1812
[0.16.25] [for 0.17] Only one speaker warning is shown
When multiple global programmable speaker alarms are playing only one is shown at the warnings panel.
- Wed Feb 21, 2018 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Enable right mouse (to mine entity) when placing blueprint
- Replies: 3
- Views: 1140
Enable right mouse (to mine entity) when placing blueprint
When using pipette blueprint sometimes I want to remove entity under cursor without loosing blueprint but now it's impossible.
- Tue Feb 20, 2018 11:21 am
- Forum: Not a bug
- Topic: Performance: power switches and small electric networks
- Replies: 3
- Views: 1241
Performance: power switches and small electric networks
I use a wall of such segments: https://i.imgur.com/tFLZQP7.jpg . It consists of 2 separate networks - power switched network of normal laser turrets and 1 for the detector turret with accumulators. Now the electric network update time is 2.4 but if I connect half of them to the main network the upda...
- Tue Feb 20, 2018 11:03 am
- Forum: Not a bug
- Topic: [0.16.25] Map moves (wasd) too fast at 0.3 game.speed
- Replies: 1
- Views: 853
[0.16.25] Map moves (wasd) too fast at 0.3 game.speed
I understand that you try to compensate map movement speed according to game speed changes. Currently this works "too much" because at 0.3 it's just jumping. Either fix it to not have such big effect or instead just tie it to a real time (as any gui should be).
- Tue Feb 20, 2018 10:15 am
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 38898
Re: Version 0.16.25
This is what I was waiting a long time, finally!
It looks like UPS is now lower a bit (or at .24).
It looks like UPS is now lower a bit (or at .24).
- Sun Feb 18, 2018 11:10 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 316283
Re: [MOD 0.13.17+] Rampant - 0.16.21
Then make it as an option so one don't have to use artillery mods and have the same artillery effect of destroying one enemy building per shot. If one wants to use a mod he can just disable that option. Currently I use for _,v in pairs(data.raw["artillery-projectile"]["artillery-proje...
- Sun Feb 18, 2018 9:14 am
- Forum: Duplicates
- Topic: [0.16.24] Access violation
- Replies: 2
- Views: 873
Re: [0.16.24] Access violation
Hey, did I mistakenly create it in Duplicates or did someone forgot to write a reply when moving?
- Sat Feb 17, 2018 8:52 pm
- Forum: Duplicates
- Topic: [0.16.24] Access violation
- Replies: 2
- Views: 873
- Sat Feb 17, 2018 5:33 pm
- Forum: Ideas and Suggestions
- Topic: Do something about 600 build queue limit
- Replies: 13
- Views: 7312
Re: Do something about 600 build queue limit
It's currently 1 and 5, not 600.
- Sat Feb 17, 2018 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Do something about 600 build queue limit
- Replies: 13
- Views: 7312
Do something about 600 build queue limit
I ordered robots to upgrade my wall from one type to another and many of them don't have necessary items in storage and waiting for a train. It's a few thousands of entities in the queue so all other construction orders are scheduled very slow if at all which means that even when a train delivers wa...
- Sat Feb 17, 2018 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Non-damaged filter for requester chests
- Replies: 0
- Views: 568
Non-damaged filter for requester chests
See viewtopic.php?f=7&t=18984
I've just had my assembler machine disabled because a robot delivered there a damaged item from storage which was taken previously from my character trash slots.
I've just had my assembler machine disabled because a robot delivered there a damaged item from storage which was taken previously from my character trash slots.
- Sat Feb 17, 2018 11:15 am
- Forum: Pending
- Topic: Teleporting chest to inserter doesn't awake it
- Replies: 2
- Views: 876
Re: Teleporting chest to inserter doesn't awake it
Make 2 chests. Put 1 to inserter and lock all slots to make inserter stuck. Then teleport it from the inserter and teleport another (empty not locked) chest to the inserter.
- Sat Feb 17, 2018 10:43 am
- Forum: Duplicates
- Topic: Escape button in settings menu doesn't save changes
- Replies: 1
- Views: 573
Escape button in settings menu doesn't save changes
E.g. interface settings.
Since there is only one "Back" button, no cancel-apply, the escape button is expected to save changes.
Since there is only one "Back" button, no cancel-apply, the escape button is expected to save changes.
- Sat Feb 17, 2018 10:26 am
- Forum: Pending
- Topic: Teleporting chest to inserter doesn't awake it
- Replies: 2
- Views: 876
Teleporting chest to inserter doesn't awake it
I use PickerExtended mod, when I have a "waiting" inserter moving existing chest to it doesn't awake the inserter.
- Sat Feb 17, 2018 10:16 am
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 46165
Re: Friday Facts #230 - Engine modernisation
Same thought each Friday.xng wrote:I know I shouldn't feel this way about an awesome game, but how can it be more important to change rendering engine when it works almost flawlessly than to fix the games belt problems? We've been waiting since mid december last year now for some kind of quick fix.
- Fri Feb 16, 2018 7:14 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 46165
Re: Friday Facts #230 - Engine modernisation
Each Friday I check news to see what's going on with the belts compression issue because it's the only really critical game-breaking thing for me but there is only a decorative change again :twisted: I imagine what would it be like if I migrate my map to 0.16 earlier, luckily it's only like 3 weeks ...
- Wed Feb 14, 2018 7:08 pm
- Forum: Not a bug
- Topic: Stucked inserter activates when no wire signal
- Replies: 5
- Views: 1927
Re: Stucked inserter activates when no wire signal
Then it can be implemented like this: when turning off an inserter attempts to finish its swing right now and if it's not possible to do (no space or no container) then it becomes disabled (no waiting for container). With this you can still use pulse signals to activate inserters but it doesn't lead...
- Wed Feb 14, 2018 6:18 pm
- Forum: Not a bug
- Topic: Stucked inserter activates when no wire signal
- Replies: 5
- Views: 1927
Re: Stucked inserter activates when no wire signal
I thought "off" means "off", not "off + last swing".
- Wed Feb 14, 2018 4:48 pm
- Forum: Not a bug
- Topic: Stucked inserter activates when no wire signal
- Replies: 5
- Views: 1927
Stucked inserter activates when no wire signal
I assume steps are something like: 1. Put an inserter that activates on wire condition and a chest with items behind 2. Place a cargo wagon at the front 3. Turn on the wire signal to activate the inserter 4. Turn off wire signal, remove cargo wagon - try this or an opposite order to make some of ins...
- Wed Feb 14, 2018 2:27 am
- Forum: Resolved Problems and Bugs
- Topic: Lua Docs Inventory.getbar - misleading description
- Replies: 1
- Views: 2084
Lua Docs Inventory.getbar - misleading description
Assuming indexes in lua start from 1. getbar() → uint Get the current bar. This is the index at which the red area starts. When I called setbar(1) it set 1 slot free and others locked. Which means that when I call getbar() it will return 1 but red area will actually start from index 2. So getbar() r...