Search found 71 matches
- Thu Oct 31, 2024 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.12] Decider combinator stopped working
- Replies: 4
- Views: 686
Re: [boskid][2.0.12] a decider combinator has stopped working
Thanks for the report. I managed to find one case where a decider combinator could get stuck and it was related to marking it to deconstruct and cancelling the deconstruction. This case is now fixed for 2.0.14. I cannot confirm this is the exact way you got it stuck so i will assume it is. This may...
- Thu Oct 31, 2024 6:20 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.12] Decider combinator stopped working
- Replies: 4
- Views: 686
[boskid][2.0.12] Decider combinator stopped working
This combinator has become stuck and is no longer processing: glitched_combinator.png As you can see it's input is connected to it's output so that it feeds back onto itself, and it is also connected to a constant combinator outputting 1, and so it should count upwards. However, the display remains ...
- Wed Oct 30, 2024 4:58 am
- Forum: Gameplay Help
- Topic: Can I get rid of the "unclaimed items waiting in drop pods" alert?
- Replies: 3
- Views: 358
Re: Can I get rid of the "unclaimed items waiting in drop pods" alert?
Wow, I had a dumb moment. I literally tried that and since only the alerts for the 3 I marked went away, I somehow concluded it wasn't a solution.
Thanks for your help.
Thanks for your help.
- Wed Oct 30, 2024 4:22 am
- Forum: Gameplay Help
- Topic: Can I get rid of the "unclaimed items waiting in drop pods" alert?
- Replies: 3
- Views: 358
Can I get rid of the "unclaimed items waiting in drop pods" alert?
Is there some way to disable these alerts? Unless I'm mistaken, I have to build a rocket on at least two of these planets before I can remove the drop pods from all three of them, and that's a very long time for this alert to be flashing at me trying to grab my attention for something I can't even d...
- Sun Oct 27, 2024 2:10 am
- Forum: Modding help
- Topic: next_upgrade target must have the same collision mask
- Replies: 2
- Views: 117
Re: next_upgrade target must have the same collision mask
That explains why at one point the problem only seemed to be affecting the power switch version of the flip dot. I guess I will have to find out what the default collision mask is for the small-lamp and apply it myself.
Thank you.
Thank you.
- Sun Oct 27, 2024 1:46 am
- Forum: Modding help
- Topic: next_upgrade target must have the same collision mask
- Replies: 2
- Views: 117
next_upgrade target must have the same collision mask
I'm trying to update my mod to 2.0 and getting this error: Error while running setup for entity prototype "lamp-flip-dot" (lamp): next_upgrade target (switch-flip-dot) must have the same collision mask. I'm setting both of them identically: lamp_entity.collision_mask = data.raw["lamp&...
- Fri Oct 04, 2024 5:04 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 42605
Re: Friday Facts #430 - Drowning in Fluids
If you don't want pipelines to be used so much, make them not the cheapest thing to build in the whole game. They cost 1 ore per tile to build and have 0 operating cost, so it's no surprise that you're using them so much. I think it would be better to increase the cost than to add some totally unrea...
- Sun Oct 02, 2022 10:24 pm
- Forum: Gameplay Help
- Topic: bot just hovers above roboport for no reason
- Replies: 8
- Views: 3062
Re: bot just hovers above roboport for no reason
Satisfaction: 0/100 On-the-way: 0 Logistic Storage: 1000 I'm inclined to think that this is a mod issue as I haven't experienced behaviors like that before. It's actually not a bug and happens with the vanilla game. The 1000 items in logistic storage are in buffer chests, and so the bots aren't wil...
- Sun Oct 02, 2022 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 40
- Views: 20834
Re: Confirm dialog on close in windowed mode
I would disagree with your assessments. Alt+F4 (on Windows) is a built in and known feature across all applications. Someone changing their keybindings such that they can run into situations where they "accidentally" press Alt and F4 at the same time is therefore their own doing. The fact...
- Sat Oct 01, 2022 9:27 pm
- Forum: Gameplay Help
- Topic: bot just hovers above roboport for no reason
- Replies: 8
- Views: 3062
Re: bot just hovers above roboport for no reason
Well, there were 11 solar panels that were missing material, and had been for days as I didn't care. I've never seen the bots hover like that before when they don't have materials though. Also, it looks like there were only 3 bots construction bots hovering, judging by the bot counts, though I don't...
- Sat Oct 01, 2022 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 40
- Views: 20834
Re: Confirm dialog on close in windowed mode
Re: player changing binding keys: then that’s their own fault and they’ve set themselves up for failure, there. One could argue that I'm setting myself up for failure by using the X in the corner of the technology menu rather than just pressing escape. However, the developers obviously intended the...
- Sat Oct 01, 2022 1:33 pm
- Forum: Gameplay Help
- Topic: bot just hovers above roboport for no reason
- Replies: 8
- Views: 3062
bot just hovers above roboport for no reason
I made a video: hoverbot.mp4 I wish I had included the cursor since without it, it's not obvious when I'm mining the bot, but basically the game always wants a hovering bot it seems. If I mine the hovering bot, a new one pops out of the roboport and just hovers above it. If I place a new bot, the on...
- Sat Oct 01, 2022 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 40
- Views: 20834
Re: Confirm dialog on close in windowed mode
If there are others that you think aren't working as they should, I'd be interested to know which ones, either here or on the SE discord. I think it was actually just the navsat that did it to me. If you press escape when it is open, it just brings up the game's escape menu. If you press N while it...
- Wed Sep 28, 2022 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Confirm dialog on close in windowed mode
- Replies: 40
- Views: 20834
Re: Confirm dialog on close in windowed mode
Yet another derailed forum post. Dead-simple request, then someone confuses the issue by assuming the intention of the OP is to avoid losing game data, allowing the idea to be rejected with "it won't let you quit so easily if there isn't a recent save." Then someone else brings up Alt-F4. ...
- Mon Sep 19, 2022 8:09 pm
- Forum: Mod portal Discussion
- Topic: I can't upload to the mod portal.
- Replies: 5
- Views: 1693
- Mon Sep 19, 2022 11:48 am
- Forum: Mod portal Discussion
- Topic: I can't upload to the mod portal.
- Replies: 5
- Views: 1693
Re: I can't upload to the mod portal.
If case something more specific is needed:
- Mon Sep 19, 2022 10:45 am
- Forum: Mod portal Discussion
- Topic: I can't upload to the mod portal.
- Replies: 5
- Views: 1693
Re: I can't upload to the mod portal.
I'm using Vivaldi. The forum is letting me upload again so here's a screenshot of the error:
- Sun Sep 18, 2022 4:07 pm
- Forum: Mod portal Discussion
- Topic: I can't upload to the mod portal.
- Replies: 5
- Views: 1693
I can't upload to the mod portal.
There's a few error messages on the page: Status: Invalid Error: Unknown error (JS2) Error information: Error: Network Error Here's the mod I'm trying to upload, which I can't upload as an attachment because "Sorry, the board attachment quota has been reached." https://www.ecstaticlyrics.c...
- Sat Sep 17, 2022 12:08 pm
- Forum: Ideas and Suggestions
- Topic: Flip Dot Display Pixels
- Replies: 17
- Views: 3645
Re: Flip Dot Display Pixels
It's not causing any issues on my test map. The power network looks exactly like usual, and the switch-based flip dots are the same color as the ordinary lamps, so there's no visible difference at all. ...which makes sense since there's no copper wires attached to them, so they're not really doing a...
- Sat Sep 17, 2022 4:33 am
- Forum: Modding help
- Topic: How do I find the "what" in data.raw.what?
- Replies: 2
- Views: 1247
Re: How do I find the "what" in data.raw.what?
Thanks. I got it to work.