Search found 42 matches

by kosievdmerwe
Fri Mar 29, 2024 6:13 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 15558

Re: Friday Facts #404 - Frustration not found

Two quality of life features I would love: * (Easyish) From playing Seablock, have different size for placeable floors (e.g., waterfill, the different concretes and landfill) and persist the last used size for each in the save file. For instance, for landfill I want to fill large blocks, but for wat...
by kosievdmerwe
Fri Oct 13, 2023 4:20 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 30905

Re: Friday Facts #380 - Remote view

One QOL change I would love is if the picker (Q key) copied the building you're upgrading to rather than what the building currently is. So if you have a bunch of blue assemblers, marked with the upgrade planner to be replaced with a better tier (yellow I believe). When you pick it should select the...
by kosievdmerwe
Mon Mar 18, 2019 4:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
Replies: 16
Views: 7406

Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections

Here's the actual case where I discovered the bug: 20190318085827_1.jpg I was expanding my mining setup by adding more rows of miners above the row with wooden poles. As a compromise between coverage and density I left a one wide gap between the rows of miners. Now my problem is that I want to conne...
by kosievdmerwe
Mon Mar 18, 2019 2:13 am
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
Replies: 16
Views: 7406

Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections

The connections not being made is considered NaB, I'm fairly certain (as it could create undesired links between two power networks in the face of electric switches), while I don't recall any official statement regarding the preview wires (which is why I consider them still an issue). I think tryin...
by kosievdmerwe
Sun Mar 17, 2019 10:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
Replies: 16
Views: 7406

Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections

I have noticed this too, but I also recall reading about it here, which leads me to believe this might be a duplicate of something NaB. EDIT: 55121 - NaB , though there's still an issue where the wires that otherwise would have been created are shown when hovering the medium pole over the small one...
by kosievdmerwe
Sun Mar 17, 2019 8:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
Replies: 16
Views: 7406

[0.17.14] Fast replacing small electric pole with medium doesn't update connections

Under some conditions the power connections aren't updated when you quick replace a small electric pole with a medium electric pole. Note that the poles to the left and the right are required , if you don't have them this doesn't repro. (Doing some more testing since making the screenshots, it appea...
by kosievdmerwe
Thu Feb 28, 2019 11:30 pm
Forum: Not a bug
Topic: [0.17.3] Inserter Capacity Bonus 4 should have Production Science Pack as a prereq
Replies: 3
Views: 1023

Re: [0.17.3] Inserter Capacity Bonus 4 should have Production Science Pack as a prereq

Would it possibly make sense to only render some pre-requisites if the the research in question is selected directly?
by kosievdmerwe
Sun Mar 04, 2018 3:12 am
Forum: Ideas and Suggestions
Topic: Allow using pipette tool in modular/power armor
Replies: 0
Views: 754

Allow using pipette tool in modular/power armor

TL;DR When mousing over an armor component in armor view and pressing Q, fill hand with the item the cursor is over. What ? In the screenshot, my cursor is over a solar panel in my armor. When I press Q (the default pipette bind), I want my hand to hold portable solar panels. Similarly, with other ...
by kosievdmerwe
Sat Mar 03, 2018 11:26 pm
Forum: Ideas and Suggestions
Topic: Don't allow construction bots to take last Item from hand
Replies: 6
Views: 2315

Don't allow construction bots to take last Item from hand

TL;DR When personal roboport construction robots take items from the stack you're holding in your hand, don't allow them to take the last one. What ? The idea is pretty simple and I can't think how to expound on it anymore. Why ? You're building something and then realise you don't have enough item...
by kosievdmerwe
Fri Sep 15, 2017 7:41 pm
Forum: News
Topic: Friday Facts #208 - Tips and tricks improvement
Replies: 58
Views: 25634

Re: Friday Facts #208 - Tips and tricks improvement

A potential problem with the boiler tips & trick:

You show pipes between each component. I feel this is very likely to trick new people into thinking that they can only connect the components with pipes instead of placing them directly next to each other.
by kosievdmerwe
Mon Jul 17, 2017 8:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.30] Wrong inserter direction in rotated blueprint
Replies: 5
Views: 2803

Re: [0.15.30] Wrong inserter direction in rotated blueprint

Could you add another screenshot of before the rotation, to make it a bit more clearer what you mean? If you mean that inserters don't rotate when the blueprint rotates, then I think this is a bug since not everyone has the yellow arrow things on (the ones turned on by pressing alt), so if the inser...
by kosievdmerwe
Wed Jun 21, 2017 7:01 am
Forum: Pending
Topic: Amount of objects in one stack is displayed wrong
Replies: 9
Views: 3386

Re: Amount of objects in one stack is displayed wrong

As Loewchen noticed, this is (likely) that some numbers aren't rendered.

Notice how he can build an electric mining drill (which takes 23 iron in total), while having supposedly only "2" iron.

Notice also how the 2 is in the 10s place (when comparing to the copper)
by kosievdmerwe
Thu Jun 08, 2017 3:34 am
Forum: Not a bug
Topic: [0.15.18] Fast insert cannot pickup from underground exit
Replies: 4
Views: 5403

[0.15.18] Fast insert cannot pickup from underground exit

If a belt isn't saturated enough the fast inserter cannot pick up items from the far side of the exit of the underground belt.

See attached image for the setup that repros this bug.

If the plates were on the left side of the belt then the fast inserter can pick them up.
by kosievdmerwe
Wed Jun 07, 2017 8:26 pm
Forum: Won't fix.
Topic: [0.15.18] Factorissimo2: Biter attack notifs don't show map
Replies: 2
Views: 1628

[0.15.18] Factorissimo2: Biter attack notifs don't show map

If you get attacked by biters while inside a factory and you click on the notification (which would take you to the map where the biters are attacking), it shows you the map inside the factory. Probably easier way to repro: 1) place robo port inside factory 2) build a blueprint (note the warning abo...
by kosievdmerwe
Sat May 27, 2017 1:59 am
Forum: Not a bug
Topic: 0.15.15 expected resources + productivity bonus
Replies: 2
Views: 1332

0.15.15 expected resources + productivity bonus

The mining drill doesn't factor in the productivity bonus for the expected resources. Steps to repro: 0. Research mining productivity 1. Find a place you can place eletric mining drill so it only covers one ore patch 2. Note the size of the ore patch 3. Place the mining drill. 4. Note the expected r...
by kosievdmerwe
Tue May 23, 2017 5:28 pm
Forum: Not a bug
Topic: blueprint created insters grab wrong item**5.12
Replies: 8
Views: 2352

Re: blueprint created insters grab wrong item**5.12

We are aware of this, but we don't see a good workaround so we decided to keep it like this. I can think of 3 solutions (in order from easy to hard): 1) Don't allow inserters to pick anything up if their destination is a ghost building (as orzelek suggested) 2) Block everything from functioning unt...
by kosievdmerwe
Fri May 19, 2017 6:31 am
Forum: Won't fix.
Topic: [0.15.12] Power-overlay not shown while building sometimes
Replies: 2
Views: 1411

[0.15.12] Power-overlay not shown while building sometimes

Steps to repro: 0. Install factorissimo2 1. Build factory building mk2 and go inside it. 2. try to build an inserter, notice the blue overlay showing power grid availability (I'm colorblind so it might not be blue, but that's irrelevant) 3. Go to the top of the factory and zoom in all the way. 4. tr...
by kosievdmerwe
Sun May 14, 2017 3:44 pm
Forum: Not a bug
Topic: [0.15.5] Blueprint name isn't saved on "create blueprint"
Replies: 12
Views: 4059

Re: [0.15.5] Blueprint name isn't saved on "create blueprint"

I disagree that this isn't a bug, it certainly tripped me up a time or two. Every other field in the blueprint appears to get saved by just editing them and clicking on the green tick. Therefore the behavior of the label (the fact that you have to click the pencil again) was shocking. And so labelin...
by kosievdmerwe
Sat May 13, 2017 11:38 pm
Forum: Resolved Problems and Bugs
Topic: 0.15.10 Factorissimo2: Map overlays aren't per dimension
Replies: 1
Views: 1000

0.15.10 Factorissimo2: Map overlays aren't per dimension

When you are inside a factory you still see the overlays from the outer world and vice versa.

Steps to repro:
1. Install Factorissimo2
2. Build a factory
3. Draw an X using power poles
4. Open map in overworld
5. Turn on electric networks
6. Notice the X is drawn in the center of the overworld
by kosievdmerwe
Sat May 13, 2017 11:16 pm
Forum: Duplicates
Topic: 0.15.10 Renaming blueprint UI suggestion/bug
Replies: 2
Views: 971

0.15.10 Renaming blueprint UI suggestion/bug

Clicking the green tick doesn't save a blueprint name change. I got tripped up twice by this before I realized I had to click the pencil again to save the change. Currently, the flow to rename is: 1. Click on pencil 2. Enter new name 3. Click on pencil 4. Click on green tic or press escape Proposed,...

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