computerneek

Joined May 2026
4 days ago

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It wasn't easy to find a decent angle for that image, and I'm still absolutely not certain that I did.

Simply put, I seek to rotate a Stacker Tower in place- via the Quick Replace function available on so many other structures, rather than demolish-and-rebuild that's actually available on Sta…

5 days ago

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Every train that has ever drawn rock from this station has done so in precisely one way: Four (or actually eight) T2 cars, all completely empty, and they left completely full.

So why is it that one of these rows is so very... empty?

(Don't mind the diesel train waiting in the stati…

5 days ago

What I mean to say, is that if I right-click on the Linked Storage icon to remove it, one of them is removed. This is expected behavior.

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The unexpected part is that if I rapid-right-click on it (it was around 50 when I started)... the number doesn't just go down, but oscillates, sometim…

5 days ago

A setup somewhat like this (on the left of the stacker tower, specific structures not necessary; designations are flat, camera facing downhill) appears to make an "excavator digs behind it" situation fairly predictable- one where it descends a hill, then turns around to cut into that same hill. Probably makes reproduction easier.

![image.png](/content-images/0c86c9994872ac58024b18f1875412f1638…

5 days ago

Got a funny one today. Made several attempts to reproduce it, but while I have concrete steps, I was unable to manage it- it kept resetting, like it's supposed to. I suspect the trigger may have been frame-perfect.

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The arm snapped back into the standby position when I issued it another comman…

6 days ago

Building vehicles isn't instantaneous- so why should recycling them be? I propose that Vehicle Depots (and train depots) should require time to scrap a given Vehicle. This could conceivably run in parallel to the collection of parts for a vehicle for construction in the same depot, albeit not the assembly itself (though since the Train Depot has 4 lanes to the Vehicle Depot's 1, it might be able…

6 days ago

I will note this also seems like it should be illegal... and has the same effect as above: Trains of the specified line are denied permission to approach.

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The "Allow" side is a whitelist, right?

Interestingly, this time I tested on a waypoint that had a train parked at it- and that train did…

6 days ago

quoted post:

Currently in the game, you can set trains to enter the refueling station when their fuel drops below a certain level. Therefore, if you configure it so that trains need to refuel when fuel is below 50%, a train with less than 50% fuel will not leave the station. This can be set up regardless of the network or the line, unless the refueling station itself runs out of fuel

Ye…

7 days ago

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All inputs to the shaft have been disabled. There are generators on the output, but no demand for them to do anything.

Thus: Zero input, zero load. Zero throughput.

While I can't seem to find any tooltips that specify what happens in this situation, what normally happens- and *wil…

7 days ago

Hmm... You could place a series of Vehicle Barriers with 3-4 empty tiles between them... Pickups & Trucks will still go right past them, but Amphibious (& Haul Trucks) will be unable to pass, and thereby denied permission to retrieve from those storages.

8 days ago

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Notice how the station module plans to return 80% of its construction cost, as per my Partial Refunds difficulty setting, but the tracks are offering a full refund anyways? (Build costs di…

8 days ago

Very confusing title, isn't it? Well, I noticed this amazing new feature on the rail planner, brought about by the new grade transition pieces:

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And I wondered... can we get a modifier key to tell it to put the steep tracks in the middle or end of the hill, rather than the beginning (with …

8 days ago

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Under the twelve-percent-grade limit, those track segments go flat-to-12%, 12%-to-25%, 25%-to-12%, 12% straight, 12%-to-flat. Those new track pieces are awesome, but the planner doesn't seem to know how to use them legally.

This seems inappropriate, since the middle of that vertical S-…

8 days ago

I saw the pathfinding restrictions in the waypoint stations today. They've been there a while, and I seem to remember I was the one that requested them in the first place. So I thought I'd test them out, and they work- though perhaps a little too well:

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The restriction is doing precise…

8 days ago

quoted post:

Also the bucket size if you used my cheats to change that also changed from unlimited to 500 for now because some reported it does not fill up on high settings. Patch note also tells this and I am looking in to see if i can recreate and fix it and for now it's 500. It's still way more then vanilla bucket size with even 500. 😂

When I saw his mention of a 1200 bucket size, m…

8 days ago

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That's what it should look like. But it's a static image.

What should not be happening, is the topmost alert disappearing and reappearing roughly twice a second.

I have reason to believe it's connected to the fact that there are other fuel stations with fuel, they're just unreac…

9 days ago

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I've got a couple of World Mines that I've manually set to minimum priority, and not quite enough workers to go around- so this batch represents those mines... which are sitting completely idle anyways, since I'm using pause states to remind my future self of which ones are depleted and w…

9 days ago

It is worth note these two did eventually vibrate free on their own, though only after wasting some time and fuel. I've also had additional trucks get stuck on that same corner relatively shortly afterwards (but long enough they can't have been pathing remnants from before the path was widened), but they also wiggled themselves free. After wasting far more of their duty time on maneuvering t…

9 days ago

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Those two, specifically- the highlighted one, and the other one occupying the exact same space. They're vibrating, trying to path off to an excavator, but... failing. I initially thought it was because I had a single-square-wide pathable space there- but then I widened it (you can see one…

10 days ago

Confusing title, yes, but it's hard to come up with something better that fits. Anyways.

There's a feature in the game, where if there are both construction and deconstruction jobs involving the same resource, trucks can save time by ferrying direct from deconstruction to construction. That's a great feature, and I like it- but it has a problem. Specifically, if the construction job is unr…

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