Search found 45 matches
- Fri Nov 15, 2024 10:54 am
- Forum: Ideas and Suggestions
- Topic: [2.0] Allow decider combinator to output a valued signal.
- Replies: 1
- Views: 135
Re: [2.0] Allow decider combinator to output a valued signal.
+1 completely agree. That would make things much more compact and simple
- Thu Nov 14, 2024 8:07 pm
- Forum: Bug Reports
- Topic: [2.0.17] Edit network name button is overlapped by search input
- Replies: 0
- Views: 45
- Thu Nov 14, 2024 5:56 pm
- Forum: Bug Reports
- Topic: [2.0.17] Trains station marked for deconstruction considered as valid
- Replies: 0
- Views: 64
[2.0.17] Trains station marked for deconstruction considered as valid
As it said in title. If station is marked for deconstruction it acts as valid station up until last moment. It persists on remote view. And the most important trains try to reach it leading to "no path error" if rails are gone by that moment.
- Fri Nov 08, 2024 2:02 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 10500
Re: Friday Facts #436 - Lost in Translation
Probably not big enough for a bug report but in language drop down Georgian option looks like squares
- Tue Nov 05, 2024 1:55 pm
- Forum: Not a bug
- Topic: [2.0.14] Combinators: EACH not allowing condition to be evaluated
- Replies: 17
- Views: 680
Re: [2.0.14] Combinators: EACH not allowing condition to be evaluated
I think it's intentional. "Each" filters out signal from Input and then either transforms them into selected signal or outputs then as is. Since there are no inputs it's nothing to filter and nothing to transform/output
- Tue Oct 29, 2024 12:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
- Replies: 8
- Views: 967
Re: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
It just takes time to happen. But i'm sure it happens. I'll try to catch the moment and make a video
- Tue Oct 29, 2024 7:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
- Replies: 8
- Views: 967
Re: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
My ordering system is in initial state and i have only one working liquid train. So there is no race condition between them
- Mon Oct 28, 2024 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
- Replies: 8
- Views: 967
Re: [Klonan] [2.0.11] Train interrupt wildcard signal mixing
Still experiencing this bug in 2.0.12
As you can see the train has request temp station. It cannot reach it because it's full. But interruption should not fire in first place in the situation
As you can see the train has request temp station. It cannot reach it because it's full. But interruption should not fire in first place in the situation
- Mon Oct 28, 2024 8:25 pm
- Forum: Bug Reports
- Topic: [2.0.12] p0_s for liquids returns 40 for formulas
- Replies: 1
- Views: 128
Re: [2.0.12] p0_s for liquids returns 40 for formulas
More likely any formulas with p0_s of liquids resolve to 40
- Mon Oct 28, 2024 8:10 pm
- Forum: Bug Reports
- Topic: [2.0.12] p0_s for liquids returns 40 for formulas
- Replies: 1
- Views: 128
[2.0.12] p0_s for liquids returns 40 for formulas
1. make a parametrized BP and use stack size variable in parameter formulas
2. Place BP choosing any liquid as actual value
Result:
Stack size is 40
Expected result:
Zero may be or some way to handle it inside formula itself
2. Place BP choosing any liquid as actual value
Result:
Stack size is 40
Expected result:
Zero may be or some way to handle it inside formula itself
- Tue Oct 22, 2024 5:59 pm
- Forum: Not a bug
- Topic: [2.0.8] S-bend cannot be placed without blueprint
- Replies: 4
- Views: 235
Re: [2.0.8] S-bend cannot be placed without blueprint
How it was in 1.110
- Tue Oct 22, 2024 5:52 pm
- Forum: Not a bug
- Topic: [2.0.8] S-bend cannot be placed without blueprint
- Replies: 4
- Views: 235
- Tue Oct 22, 2024 3:02 pm
- Forum: Not a bug
- Topic: [2.0.8] S-bend cannot be placed without blueprint
- Replies: 4
- Views: 235
[2.0.8] S-bend cannot be placed without blueprint
Before SA an S-bend rails were able to be manually placed between parallel rails manually just by stretching and snapping the rails between them. Right now the only way to do so is through Shift + Click (Ctrl+Click also) which places a blueprint which requires drones to build or another round of man...
- Fri Oct 11, 2024 11:27 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 35795
Re: Friday Facts #432 - Aquilo
Some Ammonia Sharks? They don't break things but suck your heat dry.
- Fri Oct 04, 2024 11:25 am
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 31940
Re: Friday Facts #431 - Gleba & Captivity
How about moving biter nests? All nice lab designs has to be thrown away? Is it like neverending oil field? Or it's supposed to be captured in numbers?
How do eggs spoil in chests? In machines?
How do eggs spoil in chests? In machines?
- Fri Sep 20, 2024 12:26 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 154
- Views: 31464
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
If they are so territorial will they fight each other if lured in other demolisher's territory?
- Fri Aug 16, 2024 11:52 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35721
Re: Friday Facts #424 - Gleba Pentapod Enemies
The new creatures look interesting. ^^ So peaceful is not an option again like it was when you needed alien items for science? Agreed. I thought a considerable amount of people disliked the alien artifact aspect of having to manually farm that stuff just be able to progress further and that the dev...
- Fri Aug 16, 2024 11:22 am
- Forum: News
- Topic: Friday Facts #424 - Gleba Pentapod Enemies
- Replies: 205
- Views: 35721
Re: Friday Facts #424 - Gleba Pentapod Enemies
So peaceful is not an option again like it was when you needed alien items for science?
- Fri Apr 12, 2024 3:16 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32623
Re: Friday Facts #406 - Space Age Music
The first undiscovered planet theme sounds like some jumping frogs. May be a swamp with new jumping biters. The second sounds aerial. My guess is something like flying islands from Avatar. Am I missing something? I only see one "undisclosed" planet theme song. Where is the 2nd one? I just...
- Fri Apr 12, 2024 11:24 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 32623
Re: Friday Facts #406 - Space Age Music
The first undiscovered planet theme sounds like some jumping frogs. May be a swamp with new jumping biters.
The second sounds aerial. My guess is something like flying islands from Avatar.
The second sounds aerial. My guess is something like flying islands from Avatar.