Gonna +1 this as well. I ran into this issue when attempting to ctrl+x and then h-flip a bit of plumbing with valves. Considering others' reports that this happened with ctrl+c or ctrl+x, I also attempted to just alt+b to blueprint it and flip as a blueprint and still got a hard crash.
Full stack ...
Search found 17 matches
- Mon Jan 13, 2025 3:23 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None
- Replies: 7
- Views: 2997
- Mon Dec 16, 2024 12:59 am
- Forum: Outdated/Not implemented
- Topic: Include Fluids in Selector Combinator Stack Size Mode
- Replies: 2
- Views: 1158
Include Fluids in Selector Combinator Stack Size Mode
TL;DR:
When the Selector Combinator is set to Stack Size mode, it should include fluid signals in its output with a stack size of 1 for each.
What?
The Stack Size mode of the Selector Combinator currently only outputs the stack size for items that can be stored in dry storage containers. While ...
When the Selector Combinator is set to Stack Size mode, it should include fluid signals in its output with a stack size of 1 for each.
What?
The Stack Size mode of the Selector Combinator currently only outputs the stack size for items that can be stored in dry storage containers. While ...
- Fri Apr 19, 2024 10:49 pm
- Forum: Modding help
- Topic: Is it possible to change fluid_box during gameplay?
- Replies: 2
- Views: 695
Re: Is it possible to change fluid_box during gameplay?
Hmmm, alright then. I'll have to figure out how to do that. 
- Tue Apr 16, 2024 11:13 pm
- Forum: Modding help
- Topic: Is it possible to change fluid_box during gameplay?
- Replies: 2
- Views: 695
Is it possible to change fluid_box during gameplay?
I've just had an idea for a potential mod that would require changing the base_level of a given entity's fluid_box during gameplay.
Does anybody know if this is possible to do?
Does anybody know if this is possible to do?
- Mon Apr 08, 2024 2:24 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 44011
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Since we're definitely in the process of adding QoL circuit network behavior to various entities for 2.0, I have a request along those lines:
Can we also get storage containers able to report some more useful statistics? I have a few cargo station designs that I would like to be able to more ...
Can we also get storage containers able to report some more useful statistics? I have a few cargo station designs that I would like to be able to more ...
- Mon Mar 25, 2024 7:45 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 116454
Re: Friday Facts #384 - Combinators 2.0
An RS latch function would also be nice to have. Bonus points, even, if it also has hysteresis thresholds that can be set.
I guess it has been posted in this thread before, but a single decider combinator 2.0 can work as complete RS latch with hysteresis because of its multiple condition ...
- Mon Mar 25, 2024 12:56 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 116454
Re: Friday Facts #384 - Combinators 2.0
An RS latch function would also be nice to have. Bonus points, even, if it also has hysteresis thresholds that can be set.
I guess it has been posted in this thread before, but a single decider combinator 2.0 can work as complete RS latch with hysteresis because of its multiple condition ...
- Sun Mar 24, 2024 8:20 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 116454
Re: Friday Facts #384 - Combinators 2.0
Actually, now that I've had time to reflect on it, I think I also want to add to whatever chorus might exist about decider combinators:
An RS latch function would also be nice to have. Bonus points, even, if it also has hysteresis thresholds that can be set.
This might make the decider combinator ...
An RS latch function would also be nice to have. Bonus points, even, if it also has hysteresis thresholds that can be set.
This might make the decider combinator ...
- Sun Mar 24, 2024 8:12 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 49654
Re: Friday Facts #388 - Smaller things for 2.0
This has probably already been suggested somewhere in this thread, but...! I'll add to the chorus if it has been!
Custom lamp colors could be set via circuit network by sending red, green, and blue circuit signals to them, with values ranging from 0 to 255. A lamp would need all three color signals ...
Custom lamp colors could be set via circuit network by sending red, green, and blue circuit signals to them, with values ranging from 0 to 255. A lamp would need all three color signals ...
- Sat Mar 23, 2024 10:45 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 85725
Re: Friday Facts #381 - Space Platforms
I really do hope that this can be optionally modded to allow bots, because I can tell you right now I'm not going to enjoy being forced into pure belt logistics just to be able to ferry crap to another world. :(
I would be very surprised if mods can't add robots to the platforms. Though ...
- Fri Mar 22, 2024 9:58 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 45463
Re: Friday Facts #403 - Train stops 2.0
We brainstormed many ideas, but the simplest and easiest solution won out: "Players can push locomotives with their feet, flintstone style" .
It isn't very powerful or fast, so isn't really usable in normal situations, but for an emergency it gets the job done.
Given that the player can ride ...
- Fri Mar 22, 2024 9:22 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 116454
Re: Friday Facts #384 - Combinators 2.0
I could suggest an arithmetic combinator set to Each+0=Each to accomplish that.mrvn wrote: Thu Mar 21, 2024 11:51 pm If only there where instant through holes. A wire with one side red and the other side green.![]()

- Thu Mar 21, 2024 5:36 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 116454
Re: Friday Facts #384 - Combinators 2.0
Changing the graphics I think would be the least problem. I'm pretty sure there are lots of cases where the code basically reads:
for (i = 0; i < 2; ++i) { ... } instead of for (i = 0; i < MAX_WIRES; ++i) { ... } . That goes for mods too.
As for overcomplicating ... I would guess the opposite ...
- Wed Mar 20, 2024 9:42 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 116454
Re: Friday Facts #384 - Combinators 2.0
First I would just want to have 3 or 4 colors for the wire. The interface already has 2 so enlarging that to 4 should not be such a daunting path.
Oh, yeah, definitely. Having a couple of extra circuit network channels would be nice. But I suspect that the idea may get turned down as ...
- Wed Mar 20, 2024 9:27 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 85725
Re: Friday Facts #381 - Space Platforms
I'll be honest I am suuuuuper not jazzed for the belt logistics puzzle that space platforms are going to be, and it's the one big thing that I think is going to make Space Age a huge slog for me. I don't like dealing with belt logistics or belt spaghetti. It takes me an obscene amount of thinking to ...
- Wed Mar 20, 2024 9:07 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 48324
Re: Friday Facts #394 - Assembler flipping and circuit control
Oh HECK YES!! Getting more circuit control behavior on more entities is a BONUS!! :D
I have a request along those lines, now that we can see the gates are opened for expanding vanilla circuit control behaviors:
Can we also get storage containers able to report some more useful statistics? I have ...
I have a request along those lines, now that we can see the gates are opened for expanding vanilla circuit control behaviors:
Can we also get storage containers able to report some more useful statistics? I have ...
- Wed Mar 20, 2024 8:38 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 116454
Re: Friday Facts #384 - Combinators 2.0
I'mm'a wake this thread back up a bit because I dunno if anybody else has asked about it but I would like to know:
Since y'all have certainly gone in and massively re-worked whole chunks of game code for both previous and subsequent FFF features, would it be possible to also overhaul the circuit ...
Since y'all have certainly gone in and massively re-worked whole chunks of game code for both previous and subsequent FFF features, would it be possible to also overhaul the circuit ...