Search found 26 matches

by Twisted6
Tue Dec 23, 2025 3:05 pm
Forum: Outdated/Not implemented
Topic: [Space Age] Allow Cargo Bays to be accessible via inserters
Replies: 5
Views: 3591

Re: [Space Age] Allow Cargo Bays to be accessible via inserters


I can safely move this to Won't implement : Inserters not being able to interact with cargo bays is on purpose, to prevent item teleportation : one would only need a long line of cargo bays running across a space platform to remove any kind of logistic challenge, the items inserted on one side of ...
by Twisted6
Sun Dec 21, 2025 8:01 pm
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 77
Views: 34475

Re: Auto-launching of mixed rockets



It's been a year and this anti-automation still hasn't been fixed... Allow us to control thrusters with circuits as well.


For the thrusters thing I would recommend controlling pumps with circuits. I don't really see a problem with that.


Yes that's how everyone does it but every machine got ...
by Twisted6
Sat Dec 20, 2025 8:04 am
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 77
Views: 34475

Re: Auto-launching of mixed rockets

It's been a year and this anti-automation still hasn't been fixed... Allow us to control thrusters with circuits as well. And disable agricultural science pack spoilage so we don't have to micro the research queue.
by Twisted6
Thu Dec 11, 2025 3:17 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 47
Views: 3839

Re: AI generated assets and disclosure

Sakuro posted a nice script to block individual mods or authors. https://greasyfork.org/en/scripts/50233 ... od-authors
by Twisted6
Thu Dec 11, 2025 3:07 pm
Forum: Mod portal Discussion
Topic: Blocking feature
Replies: 1
Views: 926

Re: Blocking feature

Thank you, it works like a charm :)
by Twisted6
Wed Dec 03, 2025 9:26 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 47
Views: 3839

Re: Clearly Marking AI Content




I think, it's more about creative content like assets, etc.


Yep and then you have shaders and particules or overlay which can be bit of both, and you have CGI in movies that uses AI which causes no problem to most people when they learn about it afterward , and mods that are asset straight ...
by Twisted6
Wed Dec 03, 2025 9:21 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 47
Views: 3839

Re: AI generated assets and disclosure

+1 for this. I personally avoid AI content like the plague. It's unoriginal and easy to pump out en mass burying the original content.
by Twisted6
Wed Dec 03, 2025 3:39 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 47
Views: 3839

Re: AI Slop

mmmPI wrote: Wed Dec 03, 2025 3:35 pm that's hard to define what is clearly marked because some people will ignore description and still complain, how did you know it was AI ?
It's stated down in the more detailed descriptions but many people installing the mod from the in game browser won't see that.
by Twisted6
Wed Dec 03, 2025 3:28 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 47
Views: 3839

Clearly Marking AI Content

Can we get the option to ignore certain posters or make it a rule that AI content has to be clearly marked? I asked a particular poster to clearly tag their AI content and they deleted my post.
by Twisted6
Sun Nov 09, 2025 7:00 am
Forum: Technical Help
Topic: [1.1.107] Cannot copy or paste blueprint strings
Replies: 6
Views: 5113

Re: [1.1.107] Cannot copy or paste blueprint strings


Just chiming to say I've the same problem, Arch, Wayland and Plasma6 (if it matters) The thing is I never saw it on 1.1.107 BUT with the latest update, I can't import, at all, clipboard touched or not, the only thing I can copy is from within the game itself. It sound there is a problem with ...
by Twisted6
Sun Nov 09, 2025 6:52 am
Forum: Technical Help
Topic: [1.1.107] Cannot copy or paste blueprint strings
Replies: 6
Views: 5113

Re: [1.1.107] Cannot copy or paste blueprint strings

Necroing this thread to say it's still a problem on 2.0.72 with Bazzite 43. Literally unplayable without the balancer book.
by Twisted6
Thu May 22, 2025 6:46 pm
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 77
Views: 34475

Re: Auto-launching of mixed rockets

Please fix devs. Manually loading rockets with niche items is so tedious. As if quality wasn't tedious enough with not being able to mix ingredient quality levels, now it forces us to manually load rockets too.
by Twisted6
Thu Apr 24, 2025 8:17 pm
Forum: Implemented Suggestions
Topic: Option to have Remote View music use the player's real location
Replies: 10
Views: 10689

Re: Option to have Remote View music use the player's real location

+1 This should 100% be moved from the hidden settings to the regular settings. Having the music change every time I use remote view is so annoying.
by Twisted6
Mon Jun 24, 2019 11:54 am
Forum: Minor issues
Topic: [0.17.50] Upgrade planner doesn't override item request slots
Replies: 4
Views: 2225

Re: [0.17.50] Upgrade planner doesn't override item request slots


Thanks for the report. The upgrade planner doesn't override them because it knows that the module can never actually fit into that machine because it's already full of modules.

I don't know how you managed to get the item request slot to stick around when the machine is already full because there ...
by Twisted6
Sun Jun 23, 2019 6:33 pm
Forum: Minor issues
Topic: [0.17.50] Upgrade planner doesn't override item request slots
Replies: 4
Views: 2225

[0.17.50] Upgrade planner doesn't override item request slots

Image
Image
Image

Imgur linking doesn't seem to be working so here's the album: https://imgur.com/a/KDM0f8N
by Twisted6
Fri Jun 21, 2019 9:42 am
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 42816

Re: Optimize Drone Movement

Reviving an old post a bit but I support this. There's got to be a way to implement rudimentary path finding efficiently. Too many times have I seen bots flying back and worth from ports because the gap they're trying to cross is too far or flying into biters when they cut corners. I like to cover ...
by Twisted6
Fri Nov 30, 2018 8:02 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 176149

Every Biome Screenshot Gallery

I've made a screenshot gallery of every biome for anyone who wants a list.
https://imgur.com/gallery/P3FIk1v
by Twisted6
Mon Nov 26, 2018 3:39 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 14711

Re: [0.16] Stormwalls

I came to report a similar conflict with creative mode. Pasting any blueprint with a flooring tile crashes the game. I'll go and post this on the creative mod thread as well. Image
by Twisted6
Sun Jun 11, 2017 10:26 am
Forum: Duplicates
Topic: [15.19] Station Names Not Saved In Blueprint
Replies: 2
Views: 1600

Re: [15.19] Station Names Not Saved In Blueprint

Loewchen wrote:viewtopic.php?t=32262
Sorry, I did do a quick search for "Station name" and couldn't find any posts about it.
by Twisted6
Sun Jun 11, 2017 10:17 am
Forum: Duplicates
Topic: [15.19] Station Names Not Saved In Blueprint
Replies: 2
Views: 1600

[15.19] Station Names Not Saved In Blueprint

I'm not sure if it's a bug or indended but I personally would prefer if station names were saved in a blueprint so that I can place a station blueprint for eg "Iron Ore Drop Off" and have my trains automatically work with it. Having to rename all of the stations after placing a multi station ...

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