What did you do?
I've placed a Spidertron by hand within the range of a logistic network. Then I've created a deconstruction planner and tried to select the Spidertron in order to remove it.
I've tried: normal drag, shift-drag, ctrl-shift-drag, both with left and right mouse button.
What ...
Search found 11 matches
- Fri Jan 23, 2026 9:04 pm
- Forum: Duplicates
- Topic: [2.0.73] Spidertron cannot be selected with deconstruction planner
- Replies: 1
- Views: 144
- Mon Jan 19, 2026 10:01 am
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 26
- Views: 5030
Re: Give agricultural towers separate circuit toggles for planting and harvesting
But you also need to make sure to only disable the tower after all new trees have been planted. And the amount of trees depends on how many you can actually plant, which might vary for each tower depending on the soil etc... And it falls apart when you have partial harvests for some reason, e.g ...
- Sun Jan 18, 2026 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 26
- Views: 5030
Re: Give agricultural towers separate circuit toggles for planting and harvesting
This would be a really useful feature. Especially with the spoilage mechanics, it makes a lot of sense to have this kind of control over the agricultural tower. Sure, you can just harvest everything and burn what you don't need, but usually this game encourages it a lot to experiment and find your ...
- Wed May 21, 2025 6:29 pm
- Forum: Not a bug
- Topic: [2.0.16] Oxide Asteroid Reprocessing Time Parity
- Replies: 3
- Views: 1233
Re: [2.0.16] Oxide Asteroid Reprocessing Time Parity
I just found this thread because I was wondering the same thing while working on my own overhaul mod.
Is this intentional, like, is there a specific reason why this difference makes sense, or is it just an oversight?
Is this intentional, like, is there a specific reason why this difference makes sense, or is it just an oversight?
- Wed Feb 26, 2025 9:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.37] Sound menu checkboxes ignored during startup
- Replies: 1
- Views: 1190
[Donion] [2.0.37] Sound menu checkboxes ignored during startup
Hi,
it seems like the new Sound menu checkboxes added in 2.0.36 are not taken into account during startup.
What did you do?
I went to the sound settings and disabled the checkboxes for "Master" and "Music", like in the following screenshot, then I restarted the game.
02-26-2025, 22-09-43.png ...
it seems like the new Sound menu checkboxes added in 2.0.36 are not taken into account during startup.
What did you do?
I went to the sound settings and disabled the checkboxes for "Master" and "Music", like in the following screenshot, then I restarted the game.
02-26-2025, 22-09-43.png ...
- Thu Feb 20, 2025 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
- Replies: 25
- Views: 12844
Re: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
I was told:
I didn't expect this and I'm sorry for it but it's probably like 2 people who have this problem
I'm sorry, but "it's probably like 2 people" who are using this virtual signal which has probably existed for years now? That's a bit hard to believe.
It's not some random "Unsorted ...
- Thu Feb 20, 2025 8:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
- Replies: 25
- Views: 12844
Re: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
Is this going to be fixed? The bug report has been moved to "Not a bug" and sadly I didn't see anything about virtual signals in the 2.0.35 changelog.
The reported bug is a breaking change that causes circuit conditions in existing save files that use the removed signal to break, without any ...
The reported bug is a breaking change that causes circuit conditions in existing save files that use the removed signal to break, without any ...
- Sat Feb 08, 2025 4:45 pm
- Forum: Releases
- Topic: Version 2.0.34
- Replies: 45
- Views: 27103
Re: Version 2.0.34
I like what you did with the virtual signals, they look much nicer now.
However, I've noticed a (probably accidental) breaking change: The "ghost" virtual signal has been removed and there seems to be no migration to replace it with a different signal when loading a save game. All circuits using ...
However, I've noticed a (probably accidental) breaking change: The "ghost" virtual signal has been removed and there seems to be no migration to replace it with a different signal when loading a save game. All circuits using ...
- Sun Feb 02, 2025 6:58 pm
- Forum: Won't implement
- Topic: Allow changing the hidden field at runtime
- Replies: 4
- Views: 1442
Re: Allow changing the hidden field at runtime
I think this would be really useful!
I'm currently working on a mod that hides military technologies and recipes that aren't useful when playing in peaceful mode. I first thought about disabling (enabled=false) instead of hiding the technologies, which can be done at runtime, but hiding is the much ...
I'm currently working on a mod that hides military technologies and recipes that aren't useful when playing in peaceful mode. I first thought about disabling (enabled=false) instead of hiding the technologies, which can be done at runtime, but hiding is the much ...
- Mon Jan 27, 2025 2:47 pm
- Forum: Modding interface requests
- Topic: Event on_entity_logistic_slot_changed not always triggered
- Replies: 3
- Views: 806
Re: Event on_entity_logistic_slot_changed not always triggered
Thanks for the quick reply and the explanation.
I understand that with this in mind it's not reasonable to implement every event that someone requests for a relatively specific use case.
I'm wondering if a more generic event would be a good idea, which is raised *after* the settings of an entity ...
I understand that with this in mind it's not reasonable to implement every event that someone requests for a relatively specific use case.
I'm wondering if a more generic event would be a good idea, which is raised *after* the settings of an entity ...
- Mon Jan 27, 2025 1:29 pm
- Forum: Modding interface requests
- Topic: Event on_entity_logistic_slot_changed not always triggered
- Replies: 3
- Views: 806
Event on_entity_logistic_slot_changed not always triggered
Hi!
For my mod Find Unfiltered Storage Chest I need to know when the filter of a Storage Chest has changed, so that I can update whether a warning should be shown for the chest.
When the filter is changed by a player via the entity GUI, this triggers the event `on_entity_logistic_slot_changed ...
For my mod Find Unfiltered Storage Chest I need to know when the filter of a Storage Chest has changed, so that I can update whether a warning should be shown for the chest.
When the filter is changed by a player via the entity GUI, this triggers the event `on_entity_logistic_slot_changed ...