Search found 17 matches

by rosilisk
Tue Jul 15, 2025 2:52 am
Forum: Ideas and Suggestions
Topic: Unrestrict Vehicle Fuel Information in Factoriopedia and Tooltip
Replies: 1
Views: 160

Unrestrict Vehicle Fuel Information in Factoriopedia and Tooltip

TL;DR
The vehicle fuel tooltip and Factoriopedia entry for vehicles only show burnable fuel that is already unlocked, but it should show all possible fuels.

What?
Before researching a fuel, it does not show up in the Factoriopedia entry or vehicle fuel tooltip for vehicles. For example, at the ...
by rosilisk
Wed Jun 25, 2025 5:14 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.58] Electric Mining Drill Stacking on Belts
Replies: 1
Views: 1150

[boskid][2.0.58] Electric Mining Drill Stacking on Belts

The electric mining drill (not the big mining drill) is belt stacking items with sufficient mining rate. I don't remember this previously occurring (although I could be wrong), and it seems unexpected/unintended to me. At the very least, the 'Bonuses' entry that lists entities affected by "Belt ...
by rosilisk
Mon Mar 17, 2025 3:46 pm
Forum: Ideas and Suggestions
Topic: More Exciting Quality Effects (pls)
Replies: 36
Views: 7242

Re: More Exciting Quality Effects (pls)

+1 from me for quality increasing cargo wagon space in vanilla, see also viewtopic.php?t=124077.
by rosilisk
Mon Mar 17, 2025 3:37 pm
Forum: Balancing
Topic: The cargo wagons are too small for DLC
Replies: 21
Views: 5651

Re: The cargo wagons are too small for DLC

I'm not sure if this post is the 'canonical' post to recommend that cargo wagons should increase cargo size with quality, but +1 from me. Given the high throughput of inserters and belts, plus the stone and coal requirements for late-game research productivity research, trains no longer feel like ...
by rosilisk
Sat Mar 15, 2025 4:53 pm
Forum: Ideas and Suggestions
Topic: Allow use to use "Z" to place modules one at a time in remote view
Replies: 8
Views: 1501

Re: Allow use to use "Z" to place modules one at a time in remote view

+1 from me, also. I would personally use this for placing 3 efficiency 1 into a big miner and some more complex mixed-module setups in cryogenic plants.
by rosilisk
Fri Dec 13, 2024 3:36 pm
Forum: Ideas and Suggestions
Topic: Set requests for space platform hub via circuit signals
Replies: 23
Views: 9852

Re: Set requests for space platform hub via circuit signals

Agreed - this seems like a natural thing to have and it directly addresses an otherwise annoying problem with biter eggs spoiling when not needed for the promethium science pack.

To avoid communication that can't exist otherwise, I don't think the circuit connection should allow one ship to set a ...
by rosilisk
Thu Mar 28, 2019 2:45 pm
Forum: Duplicates
Topic: [0.17.21] Cliff not exploded after shift+click with blueprint
Replies: 2
Views: 1519

Re: [0.17.21] Cliff not exploded after shift+click with blueprint

Yes, those look similar and I wouldn't have posted a new thread if I had found any of those others.

Apologies for posting a duplicate - I searched the bug forums for 'Cliff Explosive' but none of the threads you linked actually include that phrase. Based on the first link, it looks like the issue ...
by rosilisk
Thu Mar 28, 2019 12:20 am
Forum: Duplicates
Topic: [0.17.21] Cliff not exploded after shift+click with blueprint
Replies: 2
Views: 1519

[0.17.21] Cliff not exploded after shift+click with blueprint

Typically, shift+click for blueprint placement marks all necessary cliffs for deconstruction via cliff explosives. This has worked fine for me in the past. However, I have a (presumably edge) case where not all cliffs that should be exploded have been exploded. It looks to me like the predictor ...
by rosilisk
Thu May 18, 2017 1:24 am
Forum: Not a bug
Topic: [15.11] Mapzoom Bug
Replies: 32
Views: 16006

Re: [15.11] Mapzoom Bug

I really liked to manage my base remotely, especially when placing large solar farms. This change makes it much harder, independent of the smoothing between zoom levels. I'd like to add my voice to the people requesting the option to customize the zoom level, or simply revert the change.
by rosilisk
Sun May 14, 2017 10:26 pm
Forum: Not a bug
Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
Replies: 5
Views: 2970

Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values

Furthermore, if I construct a circuit network to launch a rocket *exactly* ever 2 minutes of in-game time, the bug persists. So it's not just a filtering issue.
by rosilisk
Sat May 13, 2017 11:32 pm
Forum: Not a bug
Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
Replies: 5
Views: 2970

Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values

... item production stats doing additional smoothing of the information recorded...
I don't fully understand what you mean by this. What's the width of this smoothing function? Judging by the plot, it's at top-hat with 5 second width in the case of space science.

The window is showing the wrong ...
by rosilisk
Sat May 13, 2017 4:33 pm
Forum: Not a bug
Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
Replies: 5
Views: 2970

Re: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values

I reproduced the error in a new world (using the creative mode mod) - the save file for my main world is 70 MB.

When launching two rockets at the same time, the 1 minute production window consistently shows 1.7k space science produced. 20170513112116_1.jpg The 10 minute window shows the correct ...
by rosilisk
Fri May 12, 2017 6:21 am
Forum: Not a bug
Topic: [0.15] [Rseding91] Space Science Production Tab shows Incorrect Values
Replies: 5
Views: 2970

[0.15] [Rseding91] Space Science Production Tab shows Incorrect Values

Display of the amount of space science packs produced in the 'Production' tab is broken. My base launches two rockets simultaneously using the circuit network, I'm not sure if that's required for the bug to manifest.

Especially with a relatively small window time (1 minute), the amount of packs ...
by rosilisk
Fri Apr 28, 2017 1:39 am
Forum: Resolved Problems and Bugs
Topic: Sulfuric Acid Recipe Water Cost Not Increased for 0.15
Replies: 1
Views: 3093

Sulfuric Acid Recipe Water Cost Not Increased for 0.15

All fluid values were multipled by 10 for 0.15. However, this wasn't done for the water component of sulfuric acid recipe. Before 0.15, it was:

5 Sulfuric Acid, requires:
- 10 Water
- 1 Iron Plate
- 5 Sulfur

In 0.15 it produces 50 sulfuric acid, but still only requires 10 water. I imagine this ...
by rosilisk
Thu Mar 09, 2017 6:16 pm
Forum: Angels Mods
Topic: Manually Unlock Pellet Press Mk4
Replies: 1
Views: 1903

Manually Unlock Pellet Press Mk4

I would like to use the Pellet Press MK4 in my factory, but I think it's disabled for now:


Is it intended that pellet press 4 isn't unlockable with research?

Smelting isnt done and will probably revised several times before I'm happy with the outcome, which includes the technologies. You are ...
by rosilisk
Thu Oct 13, 2016 2:53 am
Forum: Not a bug
Topic: Logistic Robots deliver too much!
Replies: 5
Views: 8435

Re: Logistic Robots deliver too much!

I would really like to see this issue fixed - it's a big problem for me.

I'm currently stocking up on items for a big base in vanilla, and I get to low/10k logistics bot used because they're all stuck bouncing between storage chests and failing to deliver. I can provide more info about my specific ...

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