Search found 39 matches
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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?
Should I just up and delete this?
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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.
I'm going to miss my early robots.