The only reason we didn't get a hotfix 12 hours later is because the devs actually take weekends seriously. And if they didn't, I'm pretty sure the daily updates would have stopped around 17.12, and we'd all be up a creek without a paddle
Since it's used in high-voltage switchgear, anything that produces, transmits, or consumes a ton of power could conceivably include a switch or fuse containing SF6. If you set that threshold arbitrarily at about a megawatt, you get Steam Turbines, Assembler 3s, and Substations. Individual solar ...
Can you post a screenshot of your base and your pollution statistics graph (set to 1 minute interval, for example)? Pollution will never completely dissipate when the chunk is completely covered in concrete, even if there is no production.
Have you checked the Wiki page on trains about pathfinding? Train stops have a big path penalty, so they will drive very far in order to avoid driving through another train's empty station. Could that explain it?
In the bug report thread, Angel themselves explained why it breaks one of their mechanics, and the dev offered to remove the check for duplicate products in the next release. So you just have to wait this one out. I think the check for ingredients was a useful change, so chalk it up to growing pains.
Yeah, the only way this should matter is if a mod is modifying recipes to add ingredients. There is no reason not to require them to search and consolidate with existing ingredients entries when they do it, since it's always during game loading and won't impact gameplay performance.
I too find it annoying when I'm trying to ghost-place a long concrete road and my robots place my one stack before I get anywhere near enough ghosts on the ground. Now that the "disable roboport" button is in the toolbar, I just disable my personal robots while I'm blueprinting stuff for the network ...
Some were done within minutes, most of the big ones were done within hours.
I heard someone complain about their hosting provider not letting them choose when to upgrade experimental versions. Updates like this one upset those users, but it's a problem with the hoster not the devs.
Looks like this code was posted on the Mod Portal as Vehicle Wagon 2 by Artanis_Mattias, is that you julius1701? There are some major bugs left that I'd like to help sort out, since the mod's operation is very similar to my Multiple Unit Train Control mod. But where should we host the source and ...
I have seen this on the in-game pages for "Bob's Logistics", "LTN - Logistic Train Network" and "Train & Fuel Overhaul". It looks like the scroll bar and "Delete Mod" button get cut off on the right. These both look normal for other mods. For example:
I was searching for info on manipulating other mods locale strings myself, and came across this gem of a thread. Apparently, there are many places the game can get the localised name of an item, and item-name.blah is not guaranteed to exist.
I like the idea of including Train Stops with the first trains research, and separating rail and chain signals. If there is anything that should be tiered for the same of new player confusion, it is those two. It seems like most people either ignore chain signals at first, or use them ...
Thank you, this is just what I need! I was hoping there was a simpler way than searching every time (seems like a hole in the API), but using find_filtered_entities makes it pretty clean.
I thought that was the answer too, but it appears not. Entity.item_requests is a property of the ghost and item_request_proxy entites, but not built entities. The game crashes if you try to access it on the locomotive itself after it has been revived from a ghost even if it was valid on the ghost.
I have question about item_request_proxy entities, specifically the following scenario:
1. Player creates a blueprint with locomotive containing fuel item stacks. 2. Player places the blueprint, creating locomotive ghost with item_request property. 3. Construction bot places locomotive, creating ...
What if the train returned to manual mode only if it was manual before you set the temporary stop?
is exactly what Zavian suggested above!
Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train temporarily ...
Here's my vote for a shift-click settings clipboard. It would also be super helpful for times when you deconstruct the source entity before pasting, like if you were rearranging combinators and deconstructed one before placing it back (or did so by accident). Copy/paste/undo certainly help, but ...
You mean make the *default* wait condition at temporary stations configurable? That would be nice but I don't know where in the GUI it would go. The compromise sounds much more feasible and intuitive.
Fun thing though, you can change the temporary conditions all you want, even queue multiple ...