Search found 215 matches

by wvlad
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.
by wvlad
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.
by wvlad
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...
by wvlad
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).
by wvlad
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! 8-)

It looks like UPS is now lower a bit (or at .24).
by wvlad
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...
by wvlad
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?
by wvlad
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.
by wvlad
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...
by wvlad
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.
by wvlad
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.
by wvlad
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.
by wvlad
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.
by wvlad
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

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.
Same thought each Friday.
by wvlad
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 ...
by wvlad
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...
by wvlad
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".
by wvlad
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...
by wvlad
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...

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