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 ...
Search found 4029 matches
- 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
- Wed Jul 23, 2025 7:53 am
- Forum: Duplicates
- Topic: [2.0.60] Loop of belts with "Hold (all belts)" counts items in splitter if output priority is set
- Replies: 2
- Views: 57
- 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
- Wed Jul 23, 2025 6:55 am
- Forum: Duplicates
- Topic: Assembler fixed_quality will show impossible quality overlays
- Replies: 1
- Views: 39
Re: Assembler fixed_quality will show impossible quality overlays
I will consider this a duplicate of 130005
- 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 ...
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 ...
- Wed Jul 23, 2025 6:34 am
- Forum: Technical Help
- Topic: [ISSUE] - Decider Combinator
- Replies: 2
- Views: 83
- 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.
- 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.
- Sun Jul 20, 2025 6:24 am
- Forum: Duplicates
- Topic: [2.0.60] Furnace type entities does not respect per recipe module restrictions
- Replies: 2
- Views: 96
- Sun Jul 20, 2025 6:24 am
- Forum: Duplicates
- Topic: [2.0.57] Module effects on recipes, in furnaces, exposes weird 'bug'
- Replies: 2
- Views: 293
- 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.
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.
- Tue Jul 15, 2025 9:33 pm
- Forum: Duplicates
- Topic: Ammo consumption is not tracked correctly when "consumed by stacking"
- Replies: 1
- Views: 86
Re: Ammo consumption is not tracked correctly when "consumed by stacking"
Items with fractional counts strike again. Related viewtopic.php?p=671626#p671626
- 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 ...
- 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 ...
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 ...
- 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.
- 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 ...
- 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.
- Tue Jul 08, 2025 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Collected asteroid chunks missing from production statistics
- Replies: 1
- Views: 435
Re: [2.0.57] Collected asteroid chunks missing from production statistics
Thanks for the report. Issue is now fixed for 2.0.59.
- 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 ...
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 ...
- 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 ...