In the blueprints section, you can set the compatibility to everything.
Entering a search string searches then correct.
When removing the search string (X) resets the compatibility selection to Base game only.
In the blueprints section, you can set the compatibility to everything.
Entering a search string searches then correct.
When removing the search string (X) resets the compatibility selection to Base game only.
Should be fixed with version 5.2.0 which is released here.
Thanks for the report
The please us discord was from the time I didn't get any notifications on this forum.
Now that is solved, it's a feasible way of communication.
On your report, I don't quite understand the configuration that is wrongly transporting goods.
Is it : input belt -> underground transport -> underground transport -> not connected ?
Vladovlak wrote:
Crossing roads is not possible:
Over the railway without problems:
This is illogical because a level crossing is fine:

Jagg111 wrote:
hreintke wrote:
You can update the research queue and put a newly added research on top.
But if you want that research to start canceling and as loosing the current research is the only option.
Could there be an option to switch the top from the queue with the current ?Trying to understand here. You're saying you want a faster way to be a…
Zaino wrote:
hreintke wrote:
It works like a mine tower, but doesn't use excavators to mine or tucks to dump.
You define the mining/dumping area and mine/dump designations like with the mine tower, leveling is not supported.
In the UI, select you want the building to mine or dump, only one is allowed.
Ciao, ho provato a costruirla ma non ho nessuna op…
It works like a mine tower, but doesn't use excavators to mine or tucks to dump.
You define the mining/dumping area and mine/dump designations like with the mine tower, leveling is not supported.
In the UI, select you want the building to mine or dump, only one is allowed.
You can update the research queue and put a newly added research on top.
But if you want that research to start canceling and as loosing the current research is the only option.
Could there be an option to switch the top from the queue with the current ?
Currently, the posts under a topic is sorted by date replied, oldest first.
It should be latest first, then you don't have to scroll to the last to see an update on the topic.
In the first canary build the settings were also editable when loading a game.
But by just clicking the edit button there, all settings were set to default again, without the mod knowing the current values.
Dev's decided not to fix but remove the option of editing at load time.
I agree with an attribute for player editable, I am also planning to use it as a mod data cache.
Dimen2026 wrote:
Hello, dear mod developers!
I (as well as probably many) like to put order on the territory in terms of laying pipelines - where possible, I bury the pipes in the ground. For example, supplying water to the residential sector and draining stagnant water, supplying seawater to a desalination plant, draining exhaust gases from metallurgical plants, etc.
In my opinion, …
Type \ (backslash) and you get a menu like shown in the description.
When selecting a product you will see where that product is produced/consumed/stored/transported
Maybe all toplevel topics should have a RSS feed showing the latest xx messages.
Mod developers f.e. can then have a quick view on their messages without having to o through the UI to reach the messages.
Allow for array of the basetypes in the config.json
This would give options like
{
"config_bool_array": {
"default": [true],
"description": "Example of a boolean array configuration option.",
"max_array_length": 20
},
"config_tags": {
"default": ["demo", "json", "array"],
"description": "Example of a string array configuration option.",
},
"config_integer_array": {
…
The list is long and not always completely visible.
Now you have to find the selected tags and clear them one by one