Search found 109 matches

by Twisted_Code
Mon Mar 31, 2025 1:03 pm
Forum: Minor issues
Topic: [2.0.42] Manual placement preview shows wires that will not actually be applied when building
Replies: 2
Views: 405

Re: [2.0.42] Manual placement preview shows wires that will not actually be applied when building

I am of the belief that, in general, user interfaces should do their absolute best not to mislead the user. What would be the performance impact of the "try to predict" option? Wouldn't it be relatively simple, i.e. check if there's a ghost already under the cursor and preview its revival if so? I ...
by Twisted_Code
Thu Mar 27, 2025 6:34 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.28] Strange behaviour when rotating blueprint with thruster
Replies: 8
Views: 2356

Re: [boskid][2.0.28] Strange behaviour when rotating blueprint with thruster

I came here after seeing the 2.0.43 changelog entry about it. I have to say I'm impressed one little forgotten field on the Thruster definition led to such a mess. It looks like the player view and thruster had a parent-adolescent argument and the blueprint validator is the other parent that gets ...
by Twisted_Code
Tue Mar 25, 2025 7:39 pm
Forum: Minor issues
Topic: [2.0.42] Manual placement preview shows wires that will not actually be applied when building
Replies: 2
Views: 405

[2.0.42] Manual placement preview shows wires that will not actually be applied when building

Description
This is something of a follow-up on my previous (not-a-bug) bug report . In the process of trying to get those wires connected, I noticed there is still some avoidable weirdness in how wires are displayed. Specifically, if you have placed a blueprint which has disconnected power poles ...
by Twisted_Code
Tue Mar 25, 2025 6:22 pm
Forum: Not a bug
Topic: [Solved] Electric pole show a wire, but are not connected
Replies: 2
Views: 278

Re: [Solved] Electric pole show a wire, but are not connected

Thank you for moving my thread, appropriately I think, to "not a bug".
by Twisted_Code
Tue Mar 25, 2025 4:37 pm
Forum: Not a bug
Topic: [Solved] Electric pole show a wire, but are not connected
Replies: 2
Views: 278

Re: Electric pole show a wire, but are not connected

Wait, I'm stupid and just realized the problem. There's another medium-electric-pole right behind the frontmost "real" pole, which was a ghost and was getting all the wires tangled up.
Is there a debug mode that would have helped me here? Show-network-connected-entities doesn't include ghosts (not ...
by Twisted_Code
Tue Mar 25, 2025 4:34 pm
Forum: Not a bug
Topic: [Solved] Electric pole show a wire, but are not connected
Replies: 2
Views: 278

[Solved] Electric pole show a wire, but are not connected

Description
I pasted a blueprint of a city block smelting array I designed recently. In the process of moving stuff into position (I had some electric furnaces already in place, in roughly the same arrangement, but out of alignment in such a way my roboports wouldn't have fit), 2 power poles that ...
by Twisted_Code
Mon Mar 24, 2025 9:11 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
Replies: 8
Views: 1868

Re: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected

Oh, my bad. This is what I get for trying to read the version number in the title bar without my glasses. 42 != 43, but blur them enough...
by Twisted_Code
Sun Mar 23, 2025 12:09 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
Replies: 8
Views: 1868

Re: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected

Lou wrote: Thu Mar 20, 2025 6:13 pm Thanks for the report, since 2.0.43. tile ghosts will no longer be removed when cutting with entities.
Just tested (rather accidentally...). It's still happening
03-22-2025, 20-08-42.png
03-22-2025, 20-08-42.png (10.38 MiB) Viewed 1533 times
by Twisted_Code
Fri Mar 21, 2025 9:38 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
Replies: 8
Views: 1868

Re: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected

That seems more a matter of convention/convenience than of necessity or even consistency. Respectfully, I hope you're wrong :D
by Twisted_Code
Fri Mar 21, 2025 5:07 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
Replies: 8
Views: 1868

Re: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected


Thanks for the report, since 2.0.43. tile ghosts will no longer be removed when cutting with entities.

For the purposes of deconstruction planner, tile ghosts are osrt of being treated as both entities (because they are) and tiles (because they are ghosts of them) at the same time. That's why on ...
by Twisted_Code
Wed Mar 19, 2025 2:00 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
Replies: 8
Views: 1868

Re: Cut tool removes tile ghosts without adding to clipboard, if entities were also selected

Regarding the inconsistent repro: I'm not sure what EXACTLY caused it to stop happening, but I think it was one of the following:

Toggling the Deconstruction Planner (as seen in the inventory of the attached save) to "never" and back again
Restarting the game

Either way, the issue has stopped ...
by Twisted_Code
Wed Mar 19, 2025 1:50 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
Replies: 8
Views: 1868

[Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected

Description
If, while holding the cut tool, I drag the selection cursor over some tile ghosts, it will delete them instead of cutting (i.e. it will deconstruct but not add them to the clipboard) if any entities are also in the selection area
Expected result
Anything deconstructed by the cut tool ...
by Twisted_Code
Mon Mar 03, 2025 5:19 am
Forum: General discussion
Topic: Certain tech tree dependencies and trigger tech issues in Space Age
Replies: 16
Views: 3209

Re: Certain tech tree dependencies and trigger tech issues in Space Age


These dependencies are set up to help new players learn the game.
For experienced players, it should take no time at all to flip on the technologies, so I don't see what the problem is, exactly.

Re "what the problem is":
from my perspective, it is basically "veteran players are used to being ...
by Twisted_Code
Mon Feb 24, 2025 2:27 am
Forum: General discussion
Topic: Certain tech tree dependencies and trigger tech issues in Space Age
Replies: 16
Views: 3209

Re: Certain tech tree dependencies and trigger tech issues in Space Age

Most of this I can kind of get, as this is how tech trees normally work, i.e. you unlock things by doing the relevant research and interacting with the relevant systems. Igniting oil, and knowing how to use it all offensively, reasonably requires having at least touched the stuff.
On the other hand ...
by Twisted_Code
Sun Feb 23, 2025 10:36 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.32] Undo does not remember "last user" attribute on tile ghosts
Replies: 1
Views: 708

[2.0.32] Undo does not remember "last user" attribute on tile ghosts

For example, I placed down a blueprint that contains some concrete. When I placed the blueprint, it set the "last user" attribute on all the tile ghosts to my player. If I clear one of these tile ghosts, then use undo to bring it back, the "last user" attribute is no longer set.
Expected behavior ...
by Twisted_Code
Wed Feb 19, 2025 7:40 pm
Forum: Ideas and Suggestions
Topic: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0
Replies: 3
Views: 573

Re: Better handling of Legacy Rails when importing a 1.1 blueprint to 2.0

I just ran into this problem while trying to update one of my station blueprints. I would like to be able to filter a deconstruction planner for legacy rails, ideally for specific variants of legacy rails (curved vs. straight), so that I can deconstruct just the legacy rails once I have them ...
by Twisted_Code
Wed Feb 19, 2025 4:25 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.32] paint bucket tool in editor only highlights selection one time
Replies: 2
Views: 1659

Re: [Rseding91] [2.0.32] paint bucket tool in editor only highlights selection one time

I've just discovered the same issue can occur with the "variation" tab of the tile editor tool. I'd hypothesize this will occur with any tool that requires selecting connected tiles.

Edit: although I see you've already replied having fixed the initial issue, so chances are you also fixed what I ...
by Twisted_Code
Wed Feb 19, 2025 3:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.32] paint bucket tool in editor only highlights selection one time
Replies: 2
Views: 1659

[Rseding91] [2.0.32] paint bucket tool in editor only highlights selection one time

I.e. if I select the paint bucket tool, if I want to get a good idea of where I'll be painting, I better not remove my cursor before deciding to paint a given group of tiles. The selection won't come back even when trying to "refresh" the tool by switching to something else and back.
Expected ...
by Twisted_Code
Mon Oct 21, 2024 10:48 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 62235

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

My first impression when seeing one of these pests for the first time, I got Terraria vibes actually, not dune. Just imagine you start building your first tungsten outpost, when suddenly...
You feel vibrations from deep below...
The enemies' names are even similar, i.e. demolisher vs. The ...
by Twisted_Code
Mon Oct 21, 2024 4:31 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 50941

Re: Friday Facts #408 - Statistics improvements, Linux adventures



I can practically hear the artillery shell whizzing overhead when you talk about Client-Side Decoration. Admittedly I have very limited experience with Linux (so take everything I am about to say with a grain of salt please!), but it seems pretty strange to have to add your own decorations if ...

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