computerneek

Joined May 2026
10 days ago

Specifically, "train may not depart this station unless it has at least X fuel". Why?

Because more often than not, my first warning that my train fuel station has run out of fuel... is a train running out of fuel, which becomes a forced Unity spend, and uncertainty over exactly how many trains didn't get the fuel they wanted. This is even if I configure the feeding storages with alerts; a si…

10 days ago

Checked in Update 4.2 | v0.8.6c (b612). The bug... "persists", though the ghost slice only exists for a single frame before the chart resets into the expected display, including the expected highlight both on the chart and on the list. This causes the chart to "flicker" each time it updates with an active highlight. I will note that this flicker occurs even when there is no "Other" category presen…

10 days ago

Ahh! So a storage setup not too dissimilar from this, then, albeit without the belts, and with different permissions set:

image.png

I will note that "Sponge" there has the truck filter set expressly because, when I had amphibious trucks in 0.8.5 (they've been dismantled as no longer needed), they could…

10 days ago

It sounds like it might be possible that storage requests are interfering with it- if the smaller one is requesting to be filled, that will disallow trucks from emptying it below that point. It's also possible that it's so small that its entire content is being reserved for removal, forcing the amphibious trucks to look elsewhere- whereupon they might be misinterpreting various "except" rules to m…

10 days ago

I have noticed myself that surfaces can sometimes get stuck when terrain is modified over/under them; they don't always break like they're supposed to, particularly in terrain collapses caused by deep-sea dumping (when the surface in question goes right up to the edge). My solution is to always remove surfaces before terraforming near them, but that's a workaround more than anything else.

That sa…

10 days ago

I notice you've listed two different versions on your post (0.8.6c in the title, 0.8.6a in the body)- could you clarify? And perhaps provide reproduction instructions, maybe explain what the amphibious trucks are doing with the cargo in question, what the regular trucks are doing/supposed to be doing with it?

10 days ago

If you mouseover the upgrade button, there's a downgrade button in the tooltip- both on ghosts, and constructed pipes. You can also box-select with the Upgrade tool, and it'll always ask what you want to upgrade it to, rather than only going to the next tier.

But yes, a "downgrade" version of the Upgrade tool, even if just as a modifier key, would be nice to have.

10 days ago

I agree, this would be a very good feature to have, similar to the "replace blueprint contents" feature of Factorio. It might also be nice to have a Factorio-esque "remove elements from blueprint" function, though I don't use COI blueprints often enough to know whether or not that already exists.

12 days ago

I'll note that some truck routes crossing the entire map are so long that a fully-fueled truck will run out before it finishes; there would need to be some kind of mitigation system to acknowledge when these trips are impossible.

14 days ago

They will almost certainly need "some log file", and probably your save as well, see the pinned "How to write a good issue report - read before posting" for the file paths. They will probably also need the numbers at the bottom of this menu, if they differ from mine:

![image.png](/content-images/49e08d1165…

14 days ago

I support this, the introduction of those restrictions broke some of my builds... but judging by their response to my nearly-identical suggestion a long time ago, the answer will be no...

14 days ago

My solution to prevent this very issue is usually to assign trucks to the storage, and set it to "assigned trucks only". That way, a completed dumpsite won't tie up 80% of my trucks, it'll only tie up the ones that weren't doing anything else already.

But yes, it can be infuriatingly difficult to tell when loads have special destination constraints, be they dumpsites or even storages, so I a…

14 days ago

You're testing exclusively with ghosts, right? Because these separate segments will auto-merge into a single combined segment after construction, if they're the same orientation/size/etc, at which point you can modify pillars with impunity.

I do agree, though, it would be nice if they merged while they were still ghosts.

16 days ago

I notice the Radeon 780M, that's a laptop, isn't it? Google Yup, lower-midrange mobile graphics... Oh dear, Ryzen 7 8840HS is a high-range mobile processor with onboard Radeon 780M, rather than a separate die, so system memory is probably dual-purposing as VRAM, and you're almost certainly graphics-bottlenecked. According to Google, that's a relatively modern high-range CPU paired with the e…

17 days ago

quoted post:

i don't fully remember which versions of the mods i used were the ones i had, though they were probably the most recent versions of each respective mod. I still play with all 10, so the fact i haven't had this issue since means it probably isn't still around. Can't say for certain though

... Well, according to the end of the pasted crash message in your original message, th…

17 days ago

... Most of the users of this forum don't seem to be posting in Russian, so I'm going to assume that, like me, most of them need a translator. And not all will have easy access to one. This is what I got:


Topic: Roads for trucks and ramps 4 lanes!!!

Roads for trucks and 4-lane modular ramps
*And settings for how many lanes on the road, as well as the direction of movement of trucks on th…

18 days ago

Currently, you can do that with really funky-shaped mining tower regions- it's been a while since we were last restricted to rectangular zones. Multiple unconnected zones for a single tower would be an interesting feature, though.

18 days ago

The risk of this is that making building ghosts "nonexistent" to the pathing system also makes it difficult to control trucks- to keep them from getting stuck in the middle of the build, for example, where they might be hard to click. That said, I have also had issues where I was forced to build some section later because I had to wait for the crossing to build before I blocked the other truck ro…

1 month ago

This would have been a very useful feature for me, on that one save I did where I had 30-product stations with... oh dear...

1 month ago

We've got boats, we've got trains, we've got... rockets? But no planes.

Now, we've got enough logistics options as it is, and the maps are small enough, that I don't think it makes sense to try and use aircraft as an island logistics solution. We've also already got mechanisms for instant trade, loans, adopting and evicting residents, and attracting refugees with a Beacon.

But an Airport …

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