Search found 66 matches

by fi5hii
Fri Nov 07, 2025 11:33 pm
Forum: Not a bug
Topic: [2.0.72] ghosted assemblers show wrong stats
Replies: 2
Views: 153

Re: [2.0.72] ghosted assemblers show wrong stats

Alright, thank you for your time!
by fi5hii
Fri Nov 07, 2025 7:24 pm
Forum: Not a bug
Topic: [2.0.72] ghosted assemblers show wrong stats
Replies: 2
Views: 153

[2.0.72] ghosted assemblers show wrong stats

The ghosted assemblers with modules don't show the correct amounts used/crafted per second and keep the "non moduled" numbers as well as the not moduled energy consumption.
Ghosted assemblers without and with modules both showing the same amounts:
Screenshot 2025-11-07 at 20.05.23.png Screenshot ...
by fi5hii
Tue Oct 28, 2025 12:19 am
Forum: Assigned
Topic: [Lou][2.0.72] Force stamp doesn't replace modules in editor
Replies: 0
Views: 152

[Lou][2.0.72] Force stamp doesn't replace modules in editor

When force stamping an assembler 3 over an assembler 2 in editor it doesn't replace the modules that used to be in assembler 2 with the ones that are in the force stamp of assembler 3.
Here are the starting two assemblers:
starting.png
Then after copying and force stamping this would be the ...
by fi5hii
Sat Oct 25, 2025 1:16 pm
Forum: Not a bug
Topic: [2.0.72] Captive biter spawner not upgradable
Replies: 4
Views: 288

Re: [2.0.72] Captive biter spawner not upgradable

Rseding91 wrote: Sat Oct 25, 2025 12:25 pm That is intended because robots can not mine the old entity and so it’s not upgradable via robots.
Even tho the player doesn't have to mine it or destroy it to place a higher quality one over an existing spawner?
by fi5hii
Sat Oct 25, 2025 10:33 am
Forum: Not a bug
Topic: [2.0.72] Captive biter spawner not upgradable
Replies: 4
Views: 288

Re: [2.0.72] Captive biter spawner not upgradable

Hurkyl wrote: Sat Oct 25, 2025 10:10 am Can you even do this manually?
Yeah you can, here's the video:
2025-10-25 12-32-26.mp4
(21.33 MiB) Downloaded 18 times
by fi5hii
Sat Oct 25, 2025 10:07 am
Forum: Not a bug
Topic: [2.0.72] Captive biter spawner not upgradable
Replies: 4
Views: 288

[2.0.72] Captive biter spawner not upgradable

The captive biter spawner is missing from the upgrade planner and it can't be dragged from inventory to the upgrade planner either.
10-25-2025, 11-57-16.png
This would be very useful for upgrading the quality of the captive nests like you can do with other stuff and an upgrade planner
10-25-2025 ...
by fi5hii
Thu Oct 16, 2025 11:39 pm
Forum: Duplicates
Topic: [2.0.71] Undoing deconstruction adds extra green wire
Replies: 1
Views: 182

[2.0.71] Undoing deconstruction adds extra green wire

When deconstructing a combinator then undoing the deconstruction an extra green wire appears that wasn't there before deconstruction.
Original setup and deconstruction zone:
10-17-2025, 01-35-22.png
10-17-2025, 01-35-22.png (498.95 KiB) Viewed 182 times
Result:
10-17-2025, 01-31-51.png
10-17-2025, 01-31-51.png (506.8 KiB) Viewed 182 times
VIDEO:
2025-10-17 01-27-55.mp4
(16.55 MiB) Downloaded 21 times
by fi5hii
Wed Oct 15, 2025 8:16 pm
Forum: Bug Reports
Topic: [2.0.70] 1 underground belt not enough for smart belt dragging
Replies: 0
Views: 173

[2.0.70] 1 underground belt not enough for smart belt dragging

So I encountered this while trying to smart belt through a line of already placed belts.
there was supposed to be an underground belt placed before and after, I only had one underground belt in inventory but in the placement it said I don't have enough of them even though I only needed one to ...
by fi5hii
Mon Oct 13, 2025 9:27 am
Forum: Duplicates
Topic: [2.0.69] dotted pipeline not recoloring
Replies: 1
Views: 201

[2.0.69] dotted pipeline not recoloring

After clearing a pipe of its contents the color of the dotted pipeline stays as if that fluid was still present and doesn't reset to default.
Screenshot with the empty pipe and dotted line colored blue (cleared water from the pipe):
Screenshot 2025-10-13 at 11.07.45.png
The expected behaviour for ...
by fi5hii
Thu Oct 02, 2025 5:32 pm
Forum: Gameplay Help
Topic: Smart Splitter Experiments
Replies: 10
Views: 1780

Re: Smart Splitter Experiments


It should be easy enough to do a N:M split with a single decider in accumulation mode. Splitter goes left when count < N, right when >= N, and decider resets when count >= N + M. I've probably got some off-by-one errors in this logic, but the principle seems solid.


I made this:
10-02-2025, 19 ...
by fi5hii
Thu Oct 02, 2025 3:41 pm
Forum: Not a bug
Topic: [2.0.69] splitter not resetting output side with "set filters"
Replies: 4
Views: 409

Re: [2.0.69] splitter not resetting output side with "set filters"

robot256 wrote: Thu Oct 02, 2025 2:56 pm It would be great if you post your idea for where smart splitters can be useful to this thread: viewtopic.php?t=130999
added it there with my current "fix"
by fi5hii
Thu Oct 02, 2025 3:40 pm
Forum: Gameplay Help
Topic: Smart Splitter Experiments
Replies: 10
Views: 1780

Re: Smart Splitter Experiments

Continuing from splitter not resetting output side with "set filters" (declared not a bug)

There is currently no way to set the priority output back to middle when the "set filter" is checked (to basically choose when you want the splitter to act like a normal splitter and when to act like a ...
by fi5hii
Thu Oct 02, 2025 1:47 pm
Forum: Not a bug
Topic: [2.0.69] splitter not resetting output side with "set filters"
Replies: 4
Views: 409

Re: [2.0.69] splitter not resetting output side with "set filters"


Given that there is no rationale provided explaining why the current behavior is a bug and the bug report is only describing current behavior, since the current behavior is working exactly as i intended it to work (no clearing output side when set filter is used since that would make splitter no ...
by fi5hii
Thu Oct 02, 2025 1:22 pm
Forum: Not a bug
Topic: [2.0.69] splitter not resetting output side with "set filters"
Replies: 4
Views: 409

[2.0.69] splitter not resetting output side with "set filters"

when setting up a splitter to work through a set of signals I discovered that th eoutput side doesn't reset back to the middle even if the signals tell it to do so.
when first placing down a splitter with both set output side and set filter without it ever having any signals sent to it, the splitter ...
by fi5hii
Wed Oct 01, 2025 9:35 pm
Forum: Not a bug
Topic: [2.0.69] rail signal placement inconsistency
Replies: 2
Views: 261

Re: [2.0.69] rail signal placement inconsistency

oh okay so the signal point is actually further back than the signal itself?
thank you for your time!
by fi5hii
Wed Oct 01, 2025 7:45 pm
Forum: Not a bug
Topic: [2.0.69] rail signal placement inconsistency
Replies: 2
Views: 261

[2.0.69] rail signal placement inconsistency

Here is a picture of my issue:
10-01-2025, 21-33-57.png
What is happening? The top signal (last one in the depot) works like it should, but every other before that one in the same position says "cannot divide segments"
The space is identical in the working signal section and in the non working ...
by fi5hii
Tue Sep 30, 2025 10:26 pm
Forum: Not a bug
Topic: [2.0.69] Raw ingredients in editor show gleba resources
Replies: 3
Views: 257

Re: [2.0.69] Raw ingredients in editor show gleba resources

oh okay, does it use the cheapest recipes or how exactly does it determine what to use if you don't mind me asking
by fi5hii
Tue Sep 30, 2025 6:08 pm
Forum: Not a bug
Topic: [2.0.69] Raw ingredients in editor show gleba resources
Replies: 3
Views: 257

[2.0.69] Raw ingredients in editor show gleba resources

when you're hovering over a recipe you unlock with a research in base game it shows it regularly (starting base with plates):
raw regularly.png
but when you type the command /editor it downgrades to ore resources, which is completely fine, but for some reason it adds yumako and jellynut as the raw ...
by fi5hii
Tue Sep 30, 2025 8:46 am
Forum: Assigned
Topic: [kovarex][2.0.68] Smart belt placing underground in place of a curved belt
Replies: 7
Views: 495

Re: [2.0.68] Smart belt placing underground in place of a curved belt

windows key + shift + S to take a screenshot, this is barely visible
by fi5hii
Mon Sep 29, 2025 5:59 pm
Forum: Bug Reports
Topic: [2.0.69] Underground belts not avoiding underground belts
Replies: 0
Views: 221

[2.0.69] Underground belts not avoiding underground belts

The feature of avoiding obstacles (it might be called smart belts as well) doesn't work when you're placing another tier of underground belts over the existing ones (belt weaving)
this probably has something to do with the fact that you can drag a higher level belt over a lower one and it upgrades ...

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