Search found 15 matches

by uber5001
Sun Mar 31, 2019 8:54 pm
Forum: Not a bug
Topic: [0.17.23] Blueprints with buildings on landfill can't be placed on water
Replies: 3
Views: 3264

[0.17.23] Blueprints with buildings on landfill can't be placed on water

Expected : Blueprints with buildings on top of landfill should be able to be successfully placed on water. Actual : Blueprints with buildings on top of landfill cannot be placed on water. Normal placement fails. Shift+Clicking will only place the landfill: GhostOnGhostLandfill.gif Suggestion : Just...
by uber5001
Sun Mar 24, 2019 12:33 am
Forum: Ideas and Suggestions
Topic: Train Exit Side
Replies: 41
Views: 12384

When exiting a train, put players on the signal side (right side)

TL;DR When players exit trains, place them on the the signal side (the right side) instead of the left, with respect to the orientation of the vehicle. Related A change from the 0.13 changelog stated: Exiting vehicles now puts you to the left of the vehicle with respect to the orientation of the ve...
by uber5001
Wed Mar 20, 2019 6:56 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.17.15] Blueprinted trains incorrectly placed on adjacent rail
Replies: 4
Views: 3094

Re: [0.17.15] Blueprinted trains incorrectly placed on adjacent rail

Here's a gif of the second issue (ghost placed correctly, but real train on wrong track) isolated: BugTrainPlacementIsolated.gif I'm pretty sure the bot with the wagon makes it there first. I had to place the top track after the blueprint because otherwise this issue happens again: BugTrainPlacement...
by uber5001
Wed Mar 20, 2019 6:41 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.17.15] Blueprinted trains incorrectly placed on adjacent rail
Replies: 4
Views: 3094

Re: [0.17.15] Blueprinted trains incorrectly placed on adjacent rail

Huh, and I just noticed that in the second gif, the ghost fluid wagons get moved up, and the real locomotive gets moved up. And the cargo wagon all the way on the top right just gets cancelled entirely.
by uber5001
Wed Mar 20, 2019 6:25 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.17.15] Blueprinted trains incorrectly placed on adjacent rail
Replies: 4
Views: 3094

[kovarex][0.17.15] Blueprinted trains incorrectly placed on adjacent rail

If a train wagon or locomotive is placed via blueprint (or maybe by ghost too, I haven't tried it), it can be placed on the wrong rail. RELATED: [kovarex] [0.17.9] Blueprinted trains snapping to wrong rail/not appearing when blueprint is near adjacent rails - note the issue I am reporting here is ap...
by uber5001
Fri May 18, 2018 3:11 am
Forum: Minor issues
Topic: [0.15.5] Cannot delete empty blueprint
Replies: 6
Views: 8376

Re: [0.15.5] Cannot delete empty blueprint

Is this going to be addressed in the upcoming GUI update? It'd be nice to have a "Drop here to delete" on the inventory screen, just like "Drop here to export to blueprint library"
by uber5001
Fri May 18, 2018 2:59 am
Forum: Duplicates
Topic: Blueprint with more modules than actually possible
Replies: 4
Views: 2181

Blueprint with more modules than actually possible

Creating a blueprint of one of these bugged furnaces from this not-a-bug combines the real and requested item slots, resulting in a blueprint with 4 modules instead of 2. Place that 4-item-request-blueprint, build it manually, blueprint it again, and now you have a blueprint with 6 modules, etc.: Ca...
by uber5001
Tue Jan 23, 2018 3:14 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Replies: 37
Views: 21649

Re: [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR

Ilikecookies71 wrote:
uber5001 wrote:It sure feels like it's related to cliffs, but maybe not...
Bombed every cliff i could find in a big area around all of my turrets and didnt have a crash since.

Does seem like it's related.
Sorry, that was in response to Timar. I'm pretty sure it's related to cliffs, agreed.
by uber5001
Tue Jan 23, 2018 1:51 am
Forum: Duplicates
Topic: [0.16.17] Crash Report
Replies: 1
Views: 887

Re: [0.16.17] Crash Report

Possibly a duplicate of this bug. Try searching for "callForHelp" on the forums.
by uber5001
Tue Jan 23, 2018 1:50 am
Forum: Duplicates
Topic: Crashes making my game unplayable
Replies: 1
Views: 824

Re: Crashes making my game unplayable

Possibly a duplicate of this bug. Try searching for "callForHelp" on the forums.
by uber5001
Tue Jan 23, 2018 1:25 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Replies: 37
Views: 21649

Re: [0.16.17] Crash one minute after loading save from 0.16.16

A save is attached where bugs attack and it crashes ~10s in. It sure feels like it's related to cliffs, but maybe not... EDIT: If I go near those biters when they attack, it seems to not crash. EDIT2 : It seems to crash as soon as the biters enter turret range, even if I disconnect power. If I remov...
by uber5001
Tue Jan 23, 2018 12:01 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Replies: 37
Views: 21649

Re: [0.16.17] Crash one minute after loading save from 0.16.16

I was having likely the same issue here. No mods. Loaded the game up. Loaded 0.16.16 save. Started deconstructing some rails. I think I opened my inventory at the moment that it crashed. ~1 minute in. Reproduced it 2 times. I've since upped the autosave interval, but I can't reproduce the crash anym...
by uber5001
Sun Jul 23, 2017 9:01 pm
Forum: Ideas and Suggestions
Topic: Use marching squares for tile rendering.
Replies: 2
Views: 2272

Use marching squares for tile rendering.

This is a solution to some of the problems presented in FFF-199 . The gist of marching squares is that instead of drawing a Land tile and a Water tile, instead you draw the tiles in between Land and Water. In a 2D game, every tile is visually placed between 4 terrain-grid-squares (the current tiles)...
by uber5001
Sun Jul 23, 2017 9:31 am
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 27994

Re: Friday Facts #199 - The story of tile transitions

Can't marching squares be used for the tiling issue? It wouldn't even require large asset changes. All it takes is offsetting the tiles halfway off the grid. I've got a demo on github pages that shows how it would work. Here's a gif of it in action: http://i.imgur.com/N7lh1YB.gif It doesn't solve th...
by uber5001
Thu Sep 15, 2016 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [HanziQ] [0.14.6] Trains budge when: rail network changes, & every 3s
Replies: 5
Views: 5912

[HanziQ] [0.14.6] Trains budge when: rail network changes, & every 3s

In my current save, when placing or removing any rail segment or signal causes: - A split second of lag (at least when placing rails, this is true, not sure about signals) - A certain set of trains will ignore the chain signal they are waiting at for a moment, maybe 1 frame. The train's front headli...

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