Search found 23 matches

by Techjar
Tue Sep 23, 2025 4:50 am
Forum: Not a bug
Topic: [2.0.67] "no-item" item can be placed in Editor inventory
Replies: 3
Views: 249

Re: [2.0.67] "no-item" item can be placed in Editor inventory

This is the case for lots of things. You can actually get virtual signals as inventory items with a bit of trickery! As I understand it's because they're all technically items due to how the game works, just normally there's not a way to obtain them.
by Techjar
Sat Sep 20, 2025 8:41 am
Forum: Desyncs with mods
Topic: [2.0.66] Unidentified modded desync
Replies: 0
Views: 188

[2.0.66] Unidentified modded desync

I know this is a shot in the dark, but I've got a persistent desync issue that keeps happening at random on a multiplayer server, and because of the amount of players and mods we have there's just no way I'm able to get any clue as to what might be causing it. We can go hours without it happening ...
by Techjar
Sat Sep 20, 2025 4:49 am
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 35
Views: 11110

Re: Remember order of shortcut bar when mods are disabled

robot256 wrote: Sat Sep 20, 2025 4:00 am Ref: viewtopic.php?t=101416
Ah! I didn't find this thread, my bad. I did try to search but nothing similar came up. It's not very easy to use. :lol:
by Techjar
Sat Sep 20, 2025 3:54 am
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 35
Views: 11110

Remember order of shortcut bar when mods are disabled

It gets quite annoying having to reorganize my shortcut buttons every time I remove and later re-add some mods. Would be awesome if the game remembered the entries in the player-data.json instead of just clobbering them. I know I can make a backup of the file and restore it, but this is quite ...
by Techjar
Tue Sep 16, 2025 3:45 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
Replies: 1
Views: 700

[Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water

Description
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
by Techjar
Tue Sep 02, 2025 12:40 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7325

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

Hares wrote: Tue Sep 02, 2025 12:25 pm
raiguard wrote: Mon Sep 01, 2025 2:25 pm This has been reverted for the next version (2.0.66). Thank you for your feedback!
Instead of reverting this, you should have added a checkbox or option in user settings for how smart the smart belt building is.
Seconding this
by Techjar
Wed Jul 30, 2025 5:26 pm
Forum: Releases
Topic: Version 2.0.61
Replies: 11
Views: 12189

Re: Version 2.0.61

Wow! The belt dragging changes are extremely nice, and a massive upgrade to an already great mechanic! :D One little nitpick though is that it doesn't remove underground belts that get placed while dragging.
by Techjar
Sat Jul 12, 2025 2:29 am
Forum: Releases
Topic: Version 2.0.59
Replies: 8
Views: 6976

Re: Version 2.0.59

Optimizations
  • Improved performance when holding blueprints.
Very nice to see! I always found it rather silly that pulling out a particularly large blueprint would destroy the framerate. :lol:
by Techjar
Fri Dec 20, 2024 6:13 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.26] a lot of cargo bays lag the game
Replies: 5
Views: 6907

Re: [2.0.26] a lot of cargo bays lag the game


Thanks for the report. Unfortunately there is nothing that I know of to fix this, the number of slots directly effects the GUI performance and there’s nothing to do about that.


Couldn't you just skip rendering the slots that are outside the visible bounds? Unless I'm misunderstanding the nature ...
by Techjar
Wed Dec 11, 2024 1:09 pm
Forum: Documentation Improvement Requests
Topic: [2.0.23] Solar panels have zero power when min_brightness=1
Replies: 2
Views: 878

Re: [2.0.23] Solar panels have zero power when min_brightness=1

I guess the real issue then is that the Lua API doc says min_brightness affects solar power.
by Techjar
Tue Dec 10, 2024 4:42 am
Forum: Not a bug
Topic: [2.0.23] Remote controlled spidertrons do not generate nests in generated but unexplored chunks
Replies: 4
Views: 1043

Re: [2.0.23] Remote controlled spidertrons do not generate nests in generated but unexplored chunks

This is a well-known thing that's been around for years. I believe it's considered a won't fix because Wube doesn't want to make radar coverage trigger chunk generation.
by Techjar
Fri Dec 06, 2024 4:18 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR
Replies: 8
Views: 2828

Re: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR

I know this is already fixed for the next release, but for anyone encountering this issue in the meantime, I found that exporting and reimporting the affected blueprint fixes whatever weird crash-causing state it's in.
by Techjar
Thu Dec 05, 2024 3:41 pm
Forum: Resolved Problems and Bugs
Topic: [Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
Replies: 2
Views: 1798

[Jerzy][2.0.23] Fusion generator animation appears to be missing a frame

In-game it looks slightly "stuttery" for lack of a better term, and if I go frame-by-frame on a recording I can tell that one of the frames is displayed for twice as long, followed by a slightly bigger jump to where it should be. Looking at the sprite sheet in the game files (data/space-age/graphics ...
by Techjar
Wed Nov 27, 2024 6:20 am
Forum: Ideas and Suggestions
Topic: Selector Combinator - Quality Transfer: simplifying its functionality
Replies: 5
Views: 3946

Re: Selector Combinator - Quality Transfer: adding/changing its functionality

Can't you already do this using quality filter instead of quality transfer? And then if you need to transfer that quality you could just use 2 combinators. Unless I'm not quite understanding what you're trying to accomplish.
by Techjar
Tue Nov 26, 2024 4:04 pm
Forum: Ideas and Suggestions
Topic: Remove Ctrl+Click for blueprint library
Replies: 0
Views: 345

Remove Ctrl+Click for blueprint library

It transfers every blueprint from the library to your inventory, completely destroying whatever organization you had done. I can't see any reason why you would ever want to do this. Disabling it seems like the best course of action to avoid accidents, as someone (not me) lost their entire blueprint ...
by Techjar
Tue Nov 19, 2024 11:48 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.20] Space Platform can deadlock on initial build preventing build progression due to race condition
Replies: 5
Views: 3207

Re: [2.0.20] Space Platform can deadlock on initial build preventing build progression due to race condition

I think a simple fix for this could be to simply prioritize sending space platform foundation, if that's possible.
by Techjar
Mon Nov 18, 2024 12:19 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.19] Desync when holding a spidertron blueprint on space platform
Replies: 1
Views: 1358

[Rseding91] [2.0.19] Desync when holding a spidertron blueprint on space platform

I pulled out a spidertron blueprint on a space platform by accident, and at some point it caused a desync. Upon attempting to rejoin it immediately desyncs again as I don't have a chance to deselect the blueprint, so I'm effectively banned until I load a previous autosave (thankfully I've got 3 ...
by Techjar
Tue Nov 05, 2024 12:27 am
Forum: Assigned
Topic: [Kovarex] [2.0.14] Space Age rocket silo can't automate sending items to orbit
Replies: 8
Views: 7483

Re: [2.0.14] Space Age rocket silo can't automate sending items to orbit



Use the platform requests. A rocket will automatically launch to fulfill requests even if you insert the items manually. It's not an obvious behavior, I know, there really should be something to indicate that this happens.


I'm not sending items to a platform, I'm sending them to orbit. This ...
by Techjar
Tue Nov 05, 2024 12:15 am
Forum: Assigned
Topic: [Kovarex] [2.0.14] Space Age rocket silo can't automate sending items to orbit
Replies: 8
Views: 7483

Re: [2.0.14] Space Age rocket silo can't automate sending items to orbit

Use the platform requests. A rocket will automatically launch to fulfill requests even if you insert the items manually. It's not an obvious behavior, I know, there really should be something to indicate that this happens.

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