Search found 39 matches

by warlordship
Wed Nov 13, 2024 10:06 pm
Forum: Resolved Problems and Bugs
Topic: [Pard] Achievement "Getting On Track Like A Pro" broken?
Replies: 18
Views: 1830

Re: [Pard] Achievement "Getting On Track Like A Pro" broken?

The 2.0.10 contains the related bugfix notification: Fixed that failed achievement wasn't gettable again without restarting the game (and pointing to this thread). This means, that from this version up, it should work as intended. If it isn't the case, let me know. Okay. I had created a new world a...
by warlordship
Fri Nov 08, 2024 11:05 pm
Forum: Resolved Problems and Bugs
Topic: [Pard] Achievement "Getting On Track Like A Pro" broken?
Replies: 18
Views: 1830

Re: [Pard] Achievement "Getting On Track Like A Pro" broken?

Hello, we were finally able to reproduce and understand the bug, and it is fixed for the next release now. Thank you for the help! Which release is that? I just tried to get this achievement for my friend, placed the train with ~10 minutes left on the clock, and he didn't get the achieve. I am host...
by warlordship
Fri Oct 11, 2024 3:18 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 35923

Re: Friday Facts #432 - Aquilo

I suppose it's too much to ask for a snow-covered version of every sprite/animation, but I'd love to see everything work while covered in snow. That way, we would be able to implement seasons (snow-covered winter, green spring, dry summer, red/orange-trees fall), or even new biomes with perma snow.
by warlordship
Fri Apr 05, 2024 5:53 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 26785

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Lastly... can we not rename the logistic networks? I thought I recalled that you were going to offer that, but on seeing some of the latest posts from others here, it sounds like that *didn't* get added? Seeing a long list of "LOGISTICS NETWORK #X" is boring. Seeing "Smelter Array Tr...
by warlordship
Fri Apr 05, 2024 3:49 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 26785

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Nice change. I want to chime in to say it'd be nice to be able to click an item in the right-hand GUI of the Logistics to see where items are. Even if it simply shows an icon if there is >0 of an item in that location, it'd be handy. While you do that, though, make it also work for Members. Trying t...
by warlordship
Fri Jan 19, 2024 6:37 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 32015

Re: Friday Facts #394 - Assembler flipping and circuit control

I'm glad you agree with us on the "stack/Bulk" inserter name changes. It'd be really frustrating to explain to anyone why "stack inserters" don't deal with "stacks". I also think that it'd be great if fluid inputs could be dynamic. Someone mentioned it earlier in this t...
by warlordship
Fri Jan 12, 2024 8:11 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 66462

Re: Friday Facts #393 - Putting things on top of other things

You might be confusing two separate but similarly-named topics. Stack size for Low-Density Structures only comes into play when stored in chests. A "stack" on a belt can only be - at maximum level - 4. So a Bulk Inserter will pick up 16 LDS items from a chest in 4 stacks of 4. It will pla...
by warlordship
Fri Jan 12, 2024 6:11 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 66462

Re: Friday Facts #393 - Putting things on top of other things

A couple notes: - Definitely swap the names of the Stack inserter and the new Bulk inserter. If you refer to belt stack size, then it makes sense that only stack inserters can move or place entire belt stacks. Plus, Bulk Inserter is a good name for an inserter that can move more items than a regular...
by warlordship
Fri Sep 08, 2023 3:01 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196512

Re: Friday Facts #375 - Quality

I'm gonna have to chime in here and... currently, am not a fan of this implementation. - Anyone with the barest LICK of OCD like me is going to either completely ignore quality, or refuse to use it at all until you can fully automate up to the max tier. - I am not liking both the naming and the colo...
by warlordship
Fri Oct 09, 2020 5:36 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 91875

Re: Friday Facts #361 - Train stop limit, Tips and tricks

I liked reading about the tips/tricks/tutorials section (not that I need them at this point). But I wanted to suggest that maybe you SHOULD include a in-game wiki of sorts. Like, maybe a few relevant bits of info about each item. Some things I think would be helpful would be: -Boiler/Heat Exchanger ...
by warlordship
Wed Jun 17, 2020 6:59 pm
Forum: Won't fix.
Topic: [0.18.32] Fluid mixing by quick-replace
Replies: 3
Views: 2362

Re: [0.18.32] Fluid mixing by quick-replace

Ooookay..... But are you sure this is intended(ish) behavior? I don't recall having the ability to quick replace an UG pipe with a regular and have fluid mixing come up before now. This seems like a disturbingly easy way to get around the fluid mixing prevention mechanic, one that can easily happen ...
by warlordship
Wed Jun 17, 2020 6:00 pm
Forum: Duplicates
Topic: [0.18.32] Cannot place train ghost after rail snap
Replies: 2
Views: 1098

Re: [0.18.32] Cannot place train ghost after rail snap

Shoot, appears to be. I posted another bug right before this, and searched to see if THAT was reported, but not this one.

Should I just up and delete this?
by warlordship
Wed Jun 17, 2020 5:48 pm
Forum: Duplicates
Topic: [0.18.32] Cannot place train ghost after rail snap
Replies: 2
Views: 1098

[0.18.32] Cannot place train ghost after rail snap

Spoooooky! Ghost trains! Ok, back to business. Train ghosts need a bit of precision in placing them, despite the image showing them snapping to rails. Since the image of the train shows it snapping to the rail, you'd expect that clicking at that spot will place a ghost at that spot. However, the gam...
by warlordship
Wed Jun 17, 2020 5:34 pm
Forum: Won't fix.
Topic: [0.18.32] Fluid mixing by quick-replace
Replies: 3
Views: 2362

[0.18.32] Fluid mixing by quick-replace

Long story short, it appears you can now quick-replace Underground pipes with regular pipes. This allows fluid mixing in situations where the quick-replace should have been blocked. Mods Installed: Construction Drones (I built these pipes manually. Possible having this mod installed can mess with fl...
by warlordship
Wed Jun 17, 2020 5:02 pm
Forum: Not a bug
Topic: [0.18.32] Multi-fluid train systems are now much harder
Replies: 10
Views: 3399

Re: [0.18.32] Multi-fluid train systems are now much harder

Since fluid systems are reserved according to the connections on machines they are connected to, I'd be very interested to see pumps only connect to a fluid wagon if the system it pumps into matches the fluid in the wagon. Then you could hook up 6 pumps to one side of a wagon, for 6 fluids (water, o...
by warlordship
Fri Jun 05, 2020 5:18 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 58237

Re: Friday Facts #350 - Electric mining drill redesign

I have to say, I'm not a fan. I really liked the old design, but it could use a bit of a fixup. Such as the drill heads ALWAYS spinning the same direction no matter if it is forward or back along the rack. Other than that, it is nice. I DO like the look of the current Uranium miners though. The extr...
by warlordship
Fri Apr 17, 2020 4:03 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 24205

Re: Friday Facts #343 - Environmental particle effects

Do you have nukes scour the decoratives within their radius? I hope so. Some bases can be QUITE large, and that grenade radius for clearing decoratives is very small. I'd hate to have to use a thousand grenades for a single chunk of land to clear out decoratives. Not to mention the precise clicking ...
by warlordship
Fri Apr 03, 2020 8:20 pm
Forum: News
Topic: Friday Facts #341 - Audio, Artillery, Attenuation
Replies: 30
Views: 17361

Re: Friday Facts #341 - Audio, Artillery, Attenuation

The sound of the artillery gives the impression of something falling on the ground after each shot but I can't see anything. Is that the sound of some internal reloading procedure of the cannon, or are you going to add a particle for that? Listening to it, it sounds like it is the metal clank of th...
by warlordship
Fri Feb 14, 2020 9:54 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 28603

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

I like the new bot debris, but it feels so sudden. I almost feel like the bot corpses ought to at least bounce once before landing perfectly still. And I do vote for a small effect on crash, with perhaps a short duration (3-4 seconds) cloud arising from the corpse. As for the poison, I also love tha...
by warlordship
Wed Oct 16, 2019 8:47 pm
Forum: General discussion
Topic: Sudden change to unpowered personal roboport?
Replies: 5
Views: 2531

Re: Sudden change to unpowered personal roboport?

Ah, under the Fixes section? I usually skip over those since they are rather obscure "bugs" that get fixed.

I'm going to miss my early robots.

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