Search found 4029 matches

by boskid
Wed Jul 23, 2025 8:43 am
Forum: Pending
Topic: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
Replies: 3
Views: 102

Re: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work

I am not going to play a guessing game, if you want to get an answer, please provide a reproduction where i can observe what is not working.

When adding "wait for full stack" i was aware that belt stack size can be changed at runtime, there is a test covering this exact use case and loader is ...
by boskid
Wed Jul 23, 2025 7:15 am
Forum: Pending
Topic: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
Replies: 3
Views: 102

Re: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work

Cannot reproduce any issues.

Code: Select all

data.raw["loader"]["loader"].wait_for_full_stack = true
data.raw["loader"]["loader"].adjustable_belt_stack_size = true
data.raw["loader"]["loader"].max_belt_stack_size = 4
07-23-2025, 09-13-33.png
07-23-2025, 09-13-33.png (278.04 KiB) Viewed 76 times
by boskid
Wed Jul 23, 2025 6:50 am
Forum: Not a bug
Topic: [2.0.60] Recipes with no item ingredients do not produce quality items
Replies: 1
Views: 57

Re: [2.0.60] Recipes with no item ingredients do not produce quality items

Not a bug.

Recipe quality only affects item ingredient quality that is accepted while product quality is based on lowest quality of item ingredient.

Changing this behavior to what you are asking would create migration problems because if a recipe had items and quality was selected, if recipe ...
by boskid
Tue Jul 22, 2025 7:50 pm
Forum: Gameplay Help
Topic: Selection tool stuck in the inventory
Replies: 1
Views: 66

Re: Selection tool stuck in the inventory

That is a filter set on the inventory slot. Just move cursor over that slot and press middle mouse button to get rid of that inventory filter.
by boskid
Mon Jul 21, 2025 8:15 am
Forum: Gameplay Help
Topic: splitter bug / problem
Replies: 6
Views: 231

Re: splitter bug / problem

There are no bugs visible here.
by boskid
Fri Jul 18, 2025 11:14 am
Forum: Not a bug
Topic: [2.0.55] Module calibrator and calibration formulas lack PL text
Replies: 2
Views: 185

Re: [2.0.55] Module calibrator and calibration formulas lack PL text

Thanks for the report however this is Not a bug.

You are playing with mods. Whatever this entity is, it does not come from base game or from SA. Go ask the mod author to add translations if you want.
by boskid
Thu Jul 10, 2025 8:30 am
Forum: Not a bug
Topic: [2.0.55] Excessive overdraw during the rendering of elevated rails.
Replies: 6
Views: 356

Re: [2.0.55] Excessive overdraw during the rendering of elevated rails.


Hi, I am the author of the HD-Age mod.

In my image editing program, the alpha value is given in 8-bit from 0 to 255, and this value is 0 in the corresponding areas of the textures on the Alpha Channel. When transferred to the specification, 1/256 corresponds to this value. How is an alpha value ...
by boskid
Thu Jul 10, 2025 6:23 am
Forum: Not a bug
Topic: [2.0.59] Inserter Pickup position seems not correct
Replies: 1
Views: 149

Re: [2.0.59] Inserter Pickup position seems not correct

Thanks for the report however there are no bugs here.

Setting chases_belt_items to false affects only one part of inserter logic: inserter hand does not need to move to the position of the item to be picked up, instead the inserter hand just moves to the pickup position and once there it assumes it ...
by boskid
Thu Jul 10, 2025 6:14 am
Forum: Not a bug
Topic: [2.0.55] Excessive overdraw during the rendering of elevated rails.
Replies: 6
Views: 356

Re: [2.0.55] Excessive overdraw during the rendering of elevated rails.

I will throw this to Not a bug. Looking at the sprite cropping code, it fails to crop those sprites because in the bitmap data, first pixel has alpha value of 1/256th instead of being 0. That means it is a mod issue.
by boskid
Wed Jul 09, 2025 7:02 pm
Forum: Releases
Topic: Version 2.0.59
Replies: 8
Views: 4768

Re: Version 2.0.59


In the prototype docs for CustomTooltipField it has the property order . Is there a reference for what the order values are for vanilla tooltip fields?


Not much, there is no formal document saying what values should be used. Default is 100, if there was a line added that was supposed to be ...
by boskid
Tue Jul 08, 2025 5:48 pm
Forum: Implemented mod requests
Topic: [2.0.5] cannot modify display panel via lua
Replies: 4
Views: 619

Re: [2.0.5] cannot modify display panel via lua

Implemented for 2.0.59.
by boskid
Tue Jul 08, 2025 5:04 pm
Forum: Not a bug
Topic: [2.0.55] Signal problem on save reloading (i guess) -> destination planet not updated
Replies: 2
Views: 230

Re: [2.0.55] Signal problem on save reloading (i guess) -> destination planet not updated

I am trying to understand this bug report but i am not seeing anything wrong.

From the specification i was given when adding the "read moving from" and "read moving to", those signals are not supposed to show the overall intentions of the space platform but to show where it currently is. When a ...
by boskid
Tue Jul 08, 2025 4:26 pm
Forum: Won't implement
Topic: Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips
Replies: 2
Views: 183

Re: Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips

Those are extremally specific values and i do not see value in exposing those values in the tooltips by the base game itself in a way that handles all possible usage corner cases (like 1/ default case, 2/ full performance entire day, 3/ custom values at the night, 4/ inverted values, 5/ usage of ...

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