Search found 42 matches
- Mon Jan 11, 2021 6:57 pm
- Forum: Ideas and Suggestions
- Topic: Smart item picker when drag-building certain entities over ghosts
- Replies: 1
- Views: 577
Smart item picker when drag-building certain entities over ghosts
When building a ghosted blueprint, players are often times switching between items by hitting Q (Pipette tool) and clicking. When the player is building belts, splitters, and/or transport belts **and** the player is dragging via the mouse (So they did not click the tile), automatically match what is...
- Mon Jan 11, 2021 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Disallow power poles to be automatically placed over ghosts
- Replies: 15
- Views: 3271
Disallow power poles to be automatically placed over ghosts
This is a simple suggestion that I would like to propose, but am unsure about. On one hand, I am sometimes annoyed when I am dragging power poles and they are placed over a ghost in the blueprint, destroying it. On the other hand, I'm unsure how this behavior would feel if it were changed. My propos...
- Mon Jan 11, 2021 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
- Replies: 5
- Views: 1436
Re: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
I did a little bit of testing and believe this issue may be due to power pole dragging logic in regards to "when to place to make sure a building is powered." It seems as though entities that are ghosts are always treated as "not connected" when dragging power poles, even if they...
- Sun Jan 10, 2021 3:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item
- Replies: 5
- Views: 2790
Re: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item
I beg you to reconsider. I created a new technique in speedrunning where I rapidly use hotkeys to change from power poles to other entities (miners, pipes, inserters, and so on). In 1.1.8, the behavior was changed in such a way that it makes it very likely that the entity placed after the pole is mi...
- Fri Jan 08, 2021 2:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item
- Replies: 5
- Views: 2790
[kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item
When dragging power poles, it is possible to press a key to change which item you are placing without letting go of the mouse button. In 1.1.6, the new item would be placed immediately. In 1.1.8, the item is not placed, and instead will only place when the mouse moves over another tile. https://www....
- Sun Sep 06, 2020 7:03 pm
- Forum: Implemented Suggestions
- Topic: Custom Blueprint Absolute Reference Point Anchor
- Replies: 2
- Views: 1372
Re: Custom Blueprint Absolute Reference Point Anchor
You are all gods.
- Sun Sep 06, 2020 5:59 pm
- Forum: Implemented Suggestions
- Topic: Custom Blueprint Absolute Reference Point Anchor
- Replies: 2
- Views: 1372
Custom Blueprint Absolute Reference Point Anchor
I am attempting to create blueprints that are aligned to the global grid. While doing so, I have two separate systems that I want to have a global grid alignment system for. One is for trains, the other is for belts. I'd like to use blueprints that are similar sized, but whose anchor offset differ. ...
- Sun Feb 23, 2020 3:14 pm
- Forum: General discussion
- Topic: Unable to use EACH in combinators on RHS?
- Replies: 2
- Views: 986
Re: Unable to use EACH in combinators on RHS?
No, you cannot do EACH ^ -1, it is always 0.
- Sun Feb 23, 2020 6:21 am
- Forum: General discussion
- Topic: Unable to use EACH in combinators on RHS?
- Replies: 2
- Views: 986
Unable to use EACH in combinators on RHS?
Does anyone know why we cannot use EACH on the RHS of a combinator setting? I want to do: Input: 1024 / EACH Output: EACH I am unable to select EACH on the RHS, therefor I am unable to divide by each. For +, *, AND, OR, and XOR it's not an issue. For - it is mildly annoying. For /, %, ^, <<, and >>,...
- Sun Aug 18, 2019 12:09 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.66] Adding a rail signal causes waypoint stops to malfunction
- Replies: 3
- Views: 2911
[kovarex] [0.17.66] Adding a rail signal causes waypoint stops to malfunction
I'm using waypoint stops pretty extensively on a map. Waypoint stops are train destinations that have no wait condition - the train simply drives past it. As of one of the most recent patches, my trains have randomly been stopping at the waypoint stops and no-pathing. I did some testing and found th...
- Sun Jun 09, 2019 1:58 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007387
Re: [0.17] Sea Block Pack 0.3.5
Hey Trainwreck - I was wondering if there were any plans to update the seablock mod pack again in the near future. With all the rapid changes to the bioprocessing and other areas related to the early game power situation I was holding off on my next seablock playthrough to see if things were going t...
- Tue May 14, 2019 5:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.38] Copy / Paste / Pipette puts blueprints in inventory
- Replies: 1
- Views: 1737
[Twinsen][0.17.38] Copy / Paste / Pipette puts blueprints in inventory
I've been playing vanilla for awhile and have been noticing that after copying and pasting blueprints I often have an assortment of blueprints placed in my inventory. My keybindings are highly customized. I wasn't able to find anyone else who could reproduce the issue so it definitely has something ...
- Mon Apr 22, 2019 3:22 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007387
Re: [0.17] Sea Block Pack 0.3.3
Rocket boosters were used by Zulan in 0.15 in his seablock play through. They have an incredible power output for a small footprint of structures. To make 100MW of power from farms, arboretums, green algae, etc, you need somewhere in the vicinity of 100+ structures placed (not counting inserters or ...
- Mon Apr 22, 2019 1:51 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007387
Re: [0.17] Sea Block Pack 0.3.3
RE: Mrvn First of all, that is a fantastic build for energy neutral geodes. I don't mean to argue about the power discussion here so I hope you don't take this as an argument. I'd like to try and highlight the power requirement differences between the different stages of the game though. Early, Mid,...
- Tue Apr 16, 2019 12:03 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007387
Re: [0.17] Sea Block Pack 0.3.3
I'd also like to recommend the power situation be looked at with a little bit more scrutiny. The (inadvertant?) changes to charcoal give green algae more power which (IMO) is a nice addition as the old system. The 0.16 green algae was very much a joyless grind for typical players. It still has the c...
- Mon Mar 25, 2019 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.17] PvP Scenario issues
- Replies: 5
- Views: 2497
Re: [0.17.17] PvP Scenario issues
Thanks Klonan, that is the exact issue that we found with the algorithm. That covers issue! For what its worth, we did check out the prices after the change and did find a lot of differences. I believe oil refining ended up being a net negative across the board now. Oil and Uranium processing both h...
- Sun Mar 24, 2019 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.17] PvP Scenario issues
- Replies: 5
- Views: 2497
[0.17.17] PvP Scenario issues
The following items are issues related to the PvP scenario. These items only apply when selecting New Scenario -> PvP. #1: The starting tech does not apply team bonuses correctly. If you start with Red and Green tech unlocked, it will not have any inserter capacity bonuses nor mining productivity bo...
- Sun Mar 24, 2019 2:52 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007387
Re: [0.16] Sea Block Pack 0.2.17
Upgrading from 0.16 to 0.17 is fine. There are only a few changes to recipes that can easily be adjusted. Even with the inserter overhaul it isn't bad. You even get the old silicon recipe as is for whatever casting machines had it setup - just don't change them because once you change them you can't...
- Tue Mar 19, 2019 4:28 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007387
Re: [0.16] Sea Block Pack 0.2.17
I was able to load end-game post space-x save from 0.16 in 0.17. Looks like inserter overhaul and belt overhaul mod settings are checked which makes all of the inserters/belts have different recipes. Unsure if intended. The fuel value of charcoal, as others have pointed out, is possibly twice as muc...
- Fri Mar 01, 2019 8:26 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1007387
Re: [0.16] Sea Block Pack 0.2.17
Thanks Trainwreck. I am happy to help test Seablock during the first releases. Are you on discord at all or want to drop by any of the seablock related discords? Would you be interested in feedback on balance for the 0.17 release? I am a pretty big Seablock guy this past year and have some things th...