Search found 109 matches
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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".
- 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 ...
Is there a debug mode that would have helped me here? Show-network-connected-entities doesn't include ghosts (not ...
- 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 ...
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 ...
- 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...
- 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
Just tested (rather accidentally...). It's still happeningLou 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.
- 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 

- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
On the other hand ...
- 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 ...
Expected behavior ...
- 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 ...
- 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 ...
Edit: although I see you've already replied having fixed the initial issue, so chances are you also fixed what I ...
- 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 ...
Expected ...
- 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 ...
You feel vibrations from deep below...
The enemies' names are even similar, i.e. demolisher vs. The ...
- 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 ...