Search found 129 matches
- Fri Nov 20, 2020 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Copy/Paste Train Conditions
- Replies: 26
- Views: 55474
Re: Copy/Paste Train Conditions
While I’m admiring this detailed description (really much work and well done) I need to say something as moderator and programmer: we (the gamers) cannot know that level of detail. It is a proposal, which means it is an example of how it could be done and meant to get the creative process started. ...
- Fri Nov 20, 2020 3:50 am
- Forum: Ideas and Suggestions
- Topic: better UX for temporary train stations
- Replies: 2
- Views: 1776
Re: better UX for temporary train stations
I'd really like this, it would greatly improve on my current workflow: 1. Enter train. 2. Open map with M (I need a map to choose my destination, so I press M to open the map) 3. Navigate to destination on map 4. ctrl + click 5. [Nothing happens] 6. Realise I need to do this in train GUI 7. Press M ...
- Fri Nov 20, 2020 3:40 am
- Forum: Ideas and Suggestions
- Topic: Copy/Paste Train Conditions
- Replies: 26
- Views: 55474
Re: Copy/Paste Train Conditions
I don't have time / skill to make a mockup, but I can describe something in text. Terminology List: the list of stations and conditions in the train GUI. Station: station element in the list. Condition: condition element in the list. Element / item: either a station or a condition. Selection: the el...
- Tue Mar 17, 2020 7:29 pm
- Forum: Not a bug
- Topic: [0.18.10] Selection rectangle does not fit fallen tree
- Replies: 3
- Views: 1453
Re: [0.18.10] Selection rectangle does not fit fallen tree
This is version 0.18.10.
Wouldn't it be possible to create a different type of tree? Dead trees have a square hitbox.
Wouldn't it be possible to create a different type of tree? Dead trees have a square hitbox.
- Mon Mar 16, 2020 9:45 pm
- Forum: Not a bug
- Topic: [0.18.10] Selection rectangle does not fit fallen tree
- Replies: 3
- Views: 1453
[0.18.10] Selection rectangle does not fit fallen tree
I found some trees that are sleeping, but their hitbox seems to indicate that they were meant to be standing upright:
save file in attachments, the location is (1195, 10) (I think it can be found in chat for easy checking it out on map view)- Fri Sep 27, 2019 11:35 am
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 52573
Re: Friday Facts #314 - 0.17 stable
So basically, you're going agile-ish? Sounds like a good plan.
- Mon Aug 05, 2019 12:21 am
- Forum: Duplicates
- Topic: Train doesn't go to next stop while disabling current if current has no path
- Replies: 2
- Views: 1278
Re: Train doesn't go to next stop while disabling current if current has no path
RIP GTS, sometime 2018 - August 2019
- Sun Aug 04, 2019 9:09 pm
- Forum: Duplicates
- Topic: Train doesn't go to next stop while disabling current if current has no path
- Replies: 2
- Views: 1278
Train doesn't go to next stop while disabling current if current has no path
As the title says: When a train is pathing to a stop that it has no path to and that stop gets disabled, it doesn't go to the next stop. Reproduction steps: Setup: 1. Set up a train on a rail loop that can reach train stop A and B. 2. Put a train stop C somewhere unreachable. 3. Put a train on the r...
- Thu Feb 28, 2019 11:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
- Replies: 8
- Views: 4780
Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
I've tested your save, if you place the turrets past the x=0 line it will detect it and complete the objective
- Thu Feb 28, 2019 11:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
- Replies: 8
- Views: 4780
Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
After some more testing: the border where it is detected is at x=0, so that's probably not a coincidence
- Thu Feb 28, 2019 11:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
- Replies: 8
- Views: 4780
Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
I have a similar problem, but for me it just didn't detect it for the first turret. After some testing it seems like there is a range around the second starting area (with the water), if you build it too far from there (i.e. close to the biters) it doesn't count. Just a random thought, with no testi...
- Wed Jan 02, 2019 4:54 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 70571
Re: Train station skipping conditions
The mockup with separate skip conditions are nice, but I want to reiterate that the spirit of the original request could be accomplished with just a checkbox, "skip this station if the train already meets this station's departure conditions" Wouldn't work for me, I use circuit conditions ...
- Sun Oct 21, 2018 10:17 pm
- Forum: Ideas and Suggestions
- Topic: View logistic network contents from map
- Replies: 0
- Views: 3625
View logistic network contents from map
The problem: see if a certain logistic network contains some item Currently, we have two ways to see the contents of a logistic network: Hover over a logistic chest on the map view. Pro: Easy to find Con: No way to search for the specific item, except manually. That might not work because the list o...
- Fri Sep 14, 2018 2:46 pm
- Forum: This Forum
- Topic: Forum update to phpBB 3.2
- Replies: 120
- Views: 51706
Re: Today's forum skin update
Bug report: my rss for single threads now load everything for the whole forum (e.g. instead of only replies to this thread,"Today's forum skin update", I get replies for the whole "General" forum)
- Fri Aug 03, 2018 9:42 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92654
Re: Friday Facts #254 - No research queue for you
I haven't read everything yet, so I apologize if this has already been said: I agree with your cons, and I actually think that they are valid enough to kill the research queue. But I don't think that we should keep the current system of "10 techs that are just prereqs followed by the one you ac...
- Mon Jan 22, 2018 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.17] logistic chest mouseover
- Replies: 1
- Views: 2412
[Rseding91] [0.16.17] logistic chest mouseover
If you mouse over a logistic chest (like a storage chest), it shows a blue outline around all roboports, but not chests. If you mouse over a roboport, it shows a blue outline around all logistic chests and roboports. If you go from a roboport directly to a logistic chest, it keeps showing the blue o...
- Mon Jan 22, 2018 9:59 pm
- Forum: Minor issues
- Topic: [Rseding91] [for 0.16] [0.15.30] Destruct over ghosted concrete
- Replies: 6
- Views: 3242
Re: [Rseding91] [for 0.16] [0.15.30] Destruct over ghosted concrete
for both options, "normal" becomes only tiles (and tile ghosts) if no entities (and entity ghosts). Option 1: add a switch "always remove ghost tiles" (when off: only remove ghost tiles if no normal entities / ghosts) Option 2: add options to tile dropdown "tile ghosts only&...
- Mon Jan 22, 2018 7:48 pm
- Forum: Ideas and Suggestions
- Topic: logistic requests background colors
- Replies: 0
- Views: 854
logistic requests background colors
Please change the background of logistic request slots based on whether they are satisfied or not. Use case: I often wander into my base and wonder whether there are still any bots coming from far away. It is currently possible to see the status of a single request, but not that of all requests at a...
- Mon Dec 18, 2017 12:52 pm
- Forum: Not a bug
- Topic: [0.16.05] Sandbox placing / mining from map view
- Replies: 1
- Views: 1593
[0.16.05] Sandbox placing / mining from map view
I don't know whether this is a feature request or a bug, so for now I'm filing it as a bug.
When in the sandbox (god-mode), you can place items from the map view (if there is radar coverage), but you can't mine them.
It would be nice if you can also mine from map view.
When in the sandbox (god-mode), you can place items from the map view (if there is radar coverage), but you can't mine them.
It would be nice if you can also mine from map view.
- Mon Dec 18, 2017 11:49 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.05] mining a car with full inventory
- Replies: 1
- Views: 3050
[wheybags] [0.16.05] mining a car with full inventory
I just tried to mine a car I was driving with a full inventory (both player and car). The car didn't get mined, but my character still exited the car. On the exact same spot of the car. So: To reproduce: - player with full inventory - car has some stuff in inventory - enter car - mine car screenshot...