Search found 9 matches
- Mon Sep 27, 2021 12:09 am
- Forum: Ideas and Suggestions
- Topic: Put blueprints into the clipboard history when pulling them up to place
- Replies: 1
- Views: 894
Put blueprints into the clipboard history when pulling them up to place
TL;DR When you pull a blueprint out of your blueprint library to place into the world, also put it in the clipboard so that if you cancel, you can get it back with Ctrl-V. What ? Unfortunately it's hard to make pictures describing this, because it's all about the keyboard interface. Why ? Often I g...
- Thu Jun 17, 2021 11:31 pm
- Forum: Outdated/Not implemented
- Topic: Allow buffer chests to buffer deconstructed items
- Replies: 10
- Views: 3926
Re: Allow buffer chests to buffer deconstructed items
A super simple solution for this situation is - for example - to split your robotic network into more parts. And then figure out a way to supply all the pieces to the place you are doing prototyping without having the ability to have robots get them there because it's a different network. That's &q...
- Fri Jun 11, 2021 8:19 pm
- Forum: Outdated/Not implemented
- Topic: Allow buffer chests to buffer deconstructed items
- Replies: 10
- Views: 3926
Re: Allow buffer chests to buffer deconstructed items
I don't understand. Maybe due to the ultry-long sentences. ;) I fixed some bad commas to try and make it more legible. More seriously: You can turn off your personal logistic requests, there is a switch. What I'm talking about has nothing to do with personal logistics so turning them off has no imp...
- Thu Jun 10, 2021 3:28 pm
- Forum: Outdated/Not implemented
- Topic: Allow buffer chests to buffer deconstructed items
- Replies: 10
- Views: 3926
Allow buffer chests to buffer deconstructed items
TL;DR Buffer chests should have a minimum and maximum number like personal logistics, not just a minimum number. What ? https://i.imgur.com/GGIZgaV.png Between the minimum and maximum numbers, the buffer chests should allow deconstructed items to be stored in the chest by construction robots, but n...
- Wed Jun 02, 2021 1:00 pm
- Forum: Ideas and Suggestions
- Topic: New Feature: Allow reordering logistics requester slots
- Replies: 43
- Views: 18204
Allow quick rearranging of the logistics configuration
TL;DR When you try to assign an already configured request into an empty space, instead of "Request for this item already exists" populate a panel with the current request configuration, and if they save it, move the request to there. What ? Sometimes I want to rearrange the layout of the...
- Fri Mar 13, 2020 1:32 pm
- Forum: Ideas and Suggestions
- Topic: Native Module Inserter
- Replies: 1
- Views: 1194
Native Module Inserter
A bug in 0.18 has broken Module Inserter which has reminded me that it's not vanilla functionality, and it really should be. Putting 3 x Efficiency 1 modules in Level 3 assembly machines is super useful if you are in a tough fight with the biters, and it's incredibly tedious without module inserter....
- Mon Jun 10, 2019 10:05 pm
- Forum: Resolved Problems and Bugs
- Topic: Extreme slowdown after artillery does its job
- Replies: 4
- Views: 4511
Re: Extreme slowdown after artillery does its job
It is the same-ish thing. The artillery turrets aggro all of the biters in the area they just shot at which are now trying to run over and attack the artillery and all of the running-over is taking a ton of CPU time (see entity update). In my game the biters don't move, sometimes for hours, after t...
- Mon Jun 10, 2019 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: Extreme slowdown after artillery does its job
- Replies: 4
- Views: 4511
Extreme slowdown after artillery does its job
I decided to play deathworld defaults with no mods for my first playthrough of 0.17 and this is my first time using artillery extensively. I've noticed that whenever I expand into new space and setup new guns the game slows down dramatically. I've gotten in the habit of keeping my expansions small a...
- Sat Jun 08, 2019 2:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Crash: *this->reservedFor == train was not true
- Replies: 10
- Views: 4003
Re: [0.17.47] Crash: *this->reservedFor == train was not true
I'm getting this too. It happens when I try and remove a bunch of regular signals on a complicated track with a bunch of chain signals mixed in. It's happened twice tonight, both times I was deleting the same signals. No mods.