Search found 66 matches
- Mon Mar 22, 2021 10:49 am
- Forum: Pending
- Topic: [1.1.27] Not able to move in certain directions
- Replies: 3
- Views: 1331
Re: [1.1.27] Not able to move in certain directions
There are some weird behaviors when holding down movement keys while tabbing out and tabbing back in (eg. mouse clicking out and back in while in inventory). However, I wouldn't consider those to be bugs but that maybe related in some way.
- Wed Feb 10, 2021 1:57 pm
- Forum: Minor issues
- Topic: [kovarex] [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
- Replies: 7
- Views: 2778
Re: [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
When placing an underground over other belts without using the smart drag feature, it only replaces straight belts going in the same direction which are not connected to anything else.
I would expect the smart belt dragging to behave the same .
I would expect the smart belt dragging to behave the same .
- Thu Feb 04, 2021 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Make empty furnaces hide receipt again
- Replies: 11
- Views: 2487
Re: Make empty furnaces hide receipt again
+1 There are 3 distinct states of furnaces: 1) working, 2) full output, 3) empty input. With the old behavior, one could differentiate between them without opening their Gui or hovering over them: 1) fire and item display 2) no dire but item display 3) no fire and no item display Especially when de...
- Tue Feb 02, 2021 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Smart belt turning should have an indication for the expected belt
- Replies: 2
- Views: 901
- Tue Feb 02, 2021 12:58 pm
- Forum: Ideas and Suggestions
- Topic: Make empty furnaces hide receipt again
- Replies: 11
- Views: 2487
Re: Make empty furnaces hide receipt again
+1 There are 3 distinct states of furnaces: 1) working, 2) full output, 3) empty input. With the old behavior, one could differentiate between them without opening their Gui or hovering over them: 1) fire and item display 2) no dire but item display 3) no fire and no item display Especially when dea...
- Fri Jan 29, 2021 4:19 pm
- Forum: Won't fix.
- Topic: [1.1.19] No shotgun sound when personal laser defence is active
- Replies: 4
- Views: 2137
Re: [1.1.19] No shotgun sound when personal laser defence is active
To be fair, that image doesn't look like vanilla...
- Thu Jan 28, 2021 10:38 pm
- Forum: Not a bug
- Topic: Fluid throughput depends on building order
- Replies: 8
- Views: 3081
Re: Fluid throughput depends on building order
I'm willing to make a lot of compromises for the flow, but building order dependency is one of the things I really hate. I'm really curious as to how the building order even effects the flow. Is there an easy explanation for that like the flow is calculated based on current flow for optimization or ...
- Thu Jan 28, 2021 10:08 pm
- Forum: Not a bug
- Topic: Fluid throughput depends on building order
- Replies: 8
- Views: 3081
Fluid throughput depends on building order
While designing a space-efficient build for getting water out of a lake for a nuclear power plant, I realized that the build order of pipe-pump-combinations can effect the throughput. In the video you can see that rebuilding the pumps yields 2 times 3k/sec (maximum with this setup) while rebuilding ...
- Fri Jan 22, 2021 9:50 pm
- Forum: Not a bug
- Topic: [1.1.13] Belt Interpolation after out of range
- Replies: 7
- Views: 1724
Re: [1.1.13] Belt Interpolation after out of range
You mean 1.1.13? there is no 1.1.12 in any video. yes... Just explain to me what exactly is a bug here. And yes, it was bugged for years, that when you drag built + walked, it just randomly stopped, and now it builds as you aproach the position. When I drag a belt outside of my building range and m...
- Fri Jan 22, 2021 8:19 pm
- Forum: Not a bug
- Topic: [1.1.13] Belt Interpolation after out of range
- Replies: 7
- Views: 1724
Re: [1.1.13] Belt Interpolation after out of range
especially in the second video of the first post you can clearly see a bug in the 1.1.12 version which did work properly in 1.1.10
EDIT: 1.1.13 of course
EDIT: 1.1.13 of course
- Thu Jan 14, 2021 6:42 pm
- Forum: Releases
- Topic: Version 1.1.10
- Replies: 13
- Views: 10880
Re: Version 1.1.10
And btw, the term stable means there are very few bugs. It doesn't mean there are no major/minor feature and/or changes planned.
- Wed Nov 25, 2020 6:28 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 5023
- Fri Nov 13, 2020 12:04 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 98740
Re: Friday Facts #363 - 1.1 is getting close
Regarding the belt drag change:
Would it be possible to add a button for it. Like when you hold it, the belts will only be placed in one line, if it is not pressed you have the old/standard behavior.
Would it be possible to add a button for it. Like when you hold it, the belts will only be placed in one line, if it is not pressed you have the old/standard behavior.
- Mon Sep 07, 2020 8:46 am
- Forum: Tools
- Topic: Command line belt balancer analyzer
- Replies: 20
- Views: 101655
Re: Command line belt balancer analyzer
Just discovered this awesome tool, but when troubleshooting some balancers, I would really like to know, when exactly the throughput is not 100%.
I don't need the exact reason, just the used in-/outputs for which the throughput fails would be really nice.
I don't need the exact reason, just the used in-/outputs for which the throughput fails would be really nice.
- Sun Aug 30, 2020 1:19 pm
- Forum: Not a bug
- Topic: Game Speed multiplier capping for no apparent reason
- Replies: 7
- Views: 1641
Re: Game Speed multiplier capping for no apparent reason
Most of the game update logic is single threaded, so it is expected that performance has a natural bottleneck of the max of a single CPU core. Ok, but then I would expect at least on core to be fully used, not just 70%, right? Its a single thread, but its being switched between cores. But still, al...
- Sun Aug 30, 2020 12:31 pm
- Forum: Not a bug
- Topic: Game Speed multiplier capping for no apparent reason
- Replies: 7
- Views: 1641
Re: Game Speed multiplier capping for no apparent reason
Ok, but then I would expect at least on core to be fully used, not just 70%, right?Most of the game update logic is single threaded, so it is expected that performance has a natural bottleneck of the max of a single CPU core.
- Sun Aug 30, 2020 11:25 am
- Forum: Not a bug
- Topic: Game Speed multiplier capping for no apparent reason
- Replies: 7
- Views: 1641
Game Speed multiplier capping for no apparent reason
When designing new builds, I often speed up the game, so I can see if there are any minor "errors", that only show after some time without having to wait ages. I realized that the UPS stopped rising after the x8 multiplier (~280 UPS), so I checked my CPU-load, which was just fine, with Chr...
- Thu Aug 20, 2020 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Copying Train Orders within Train-Schedule List
- Replies: 11
- Views: 3821
Re: Copying Train Orders within list
Just had the same Idea when I had to change the train-schedule for all my iron trains ("only" 9).
It would be really nice if I could change one, then go the train UI and just copy-paste it to all trains right there, instead of having to got to the map for each train individually.
It would be really nice if I could change one, then go the train UI and just copy-paste it to all trains right there, instead of having to got to the map for each train individually.
- Thu Aug 20, 2020 3:20 pm
- Forum: Ideas and Suggestions
- Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
- Replies: 16
- Views: 4407
Re: New Train stop condition: Next stop not deactivated
Technically yes, but if the stations are really far apart, (like mining outpost and main base), this is a lot of effort and could clump up your network really quickly.You can use "wait until circuit signal" and send the train stop activation signal to the train...
- Fri Aug 07, 2020 9:59 am
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 104682
Re: Friday Facts #359 - Crash site: The beginning
the new graphics look really nice.
However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct.
However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct.