Search found 293 matches

by Lou
Thu Jul 17, 2025 4:14 pm
Forum: Pending
Topic: [2.0.60] super-force-paste preview incorrect
Replies: 1
Views: 116

Re: [2.0.60] super-force-paste preview incorrect

I cannot reproduce this on internal 2.0.61.
by Lou
Tue Jun 17, 2025 1:56 pm
Forum: Duplicates
Topic: [2.0.55] Super force build not raising event
Replies: 2
Views: 298

Re: [2.0.55] Super force build not raising event

If I understand this correctly, it is the same issue as 128978
by Lou
Mon Jun 16, 2025 10:55 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
Replies: 6
Views: 1612

Re: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event

I see. Currently assembling machines are being treated (by default) as if they do not have direction (even for the purposes of LuaEntity::lueWriteDirection ). The exceptions to this as of now are if any of the following:

has asymmetrical collision box
has active fluid manager
its energy source ...
by Lou
Wed Jun 11, 2025 6:02 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.42] Blueprints with Spidertron cannot be rotated
Replies: 1
Views: 561

Re: [Lou][2.0.42] Blueprints with Spidertron cannot be rotated

Thanks for making the report. Since 2.0.56 blueprints including spidertrons should be rotatable again.
by Lou
Wed Jun 11, 2025 5:57 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.55] Force deconstruction inconsistancy on Aquilo
Replies: 1
Views: 1156

Re: [Lou][2.0.55] Force deconstruction inconsistancy on Aquilo

Thank you for the report, fixed for 2.0.56.

The cause was that concrete re-freezing would cause cancellation of deconstruction.
by Lou
Wed Jun 11, 2025 5:45 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
Replies: 6
Views: 1612

Re: [2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event

StephenB wrote: Fri Jun 06, 2025 5:42 am ...
that should fix your problem as well, right?
by Lou
Wed Jun 11, 2025 5:44 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event
Replies: 6
Views: 1612

Re: [Lou][2.0.55] Modding - Non-Square Machines, Fluidbox, Rotation event

Thank you for the report. The Honktown's case is fixed for 2.0.56 - the event will be raised only when the rotation will happen (in these cases at least).
by Lou
Mon Jun 09, 2025 2:32 pm
Forum: Pending
Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
Replies: 31
Views: 9691

Re: [Lou] [2.0.15] Railgun is shooting other Railsguns


Marking this as pending until some better reproduction is discovered

I've noticed the best chance of reproducing it is by leaving the Shattered Planet, letting the ship get up to full speed (and the asteroid density at max or near maximum), saving the game, and then loading that save. Once the ...
by Lou
Mon Jun 09, 2025 2:30 pm
Forum: Pending
Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
Replies: 31
Views: 9691

Re: [Lou] [2.0.15] Railgun is shooting other Railsguns



Did cca 45 in-game hours of playtime and no rail gun on rail gun action happened. One collector got destroyed by explosive rocket though.

Interesting; how were you able to tell what actually killed it? I'll admit I'm not sure it was a railgun, I just assumed it was because the asteroids don't ...
by Lou
Mon Jun 09, 2025 2:16 pm
Forum: Not a bug
Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Replies: 15
Views: 3724

Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed



The non-default covers are saved per-tile. In the "not-works" save, you paved over (some) natural ice, but not over ice-platfrom, that's why the autofill failed


In this case, could it not take a guess and take the first coverable tile instead of failing? Just like when you pipette some ores ...
by Lou
Mon Jun 09, 2025 2:13 pm
Forum: Not a bug
Topic: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Replies: 15
Views: 3724

Re: [Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed



To mitigate this issue, the game substitutes the last used cover tile as a proxy for default tile cover for the covered tile (per surface per force).


Could this be adjusted to be per player per surface per force? We are running into this in our Space Exploration closed-testing where players ...
by Lou
Thu Jun 05, 2025 3:19 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.43] Ghost landfill placed on top of actual landfill
Replies: 1
Views: 1075

Re: [Lou][2.0.43] Ghost landfill placed on top of actual landfill

Thank you for the report.

Not sure if I got the exact reproduction you had in mind, but at least one way of creating this situation has been fixed for 2.0.56

Feel free to post herer if you encounter it again in 2.0.56 or later
by Lou
Thu Jun 05, 2025 1:13 pm
Forum: Pending
Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
Replies: 31
Views: 9691

Re: [Lou] [2.0.15] Railgun is shooting other Railsguns

Did cca 45 in-game hours of playtime and no rail gun on rail gun action happened. One collector got destroyed by explosive rocket though.

Marking this as pending until some better reproduction is discovered
by Lou
Thu Jun 05, 2025 12:42 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.21] Agricultural tower doesn't seem to respect tile_buildability_rules
Replies: 3
Views: 4159

Re: [Lou][2.0.21] Agricultural tower doesn't seem to respect tile_buildability_rules

Thanks for the report. As of 2.0.56, Agri tower will respect plant's buildability rules
by Lou
Mon Jun 02, 2025 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.42] selection-tool does not visually select ghost-tiles
Replies: 2
Views: 1152

Re: [Lou][2.0.42] selection-tool does not visually select ghost-tiles

EDIT: Nevermind, I think i figured it out.

I am a bit confused about what specifically is the problem ... could you please specify?
by Lou
Mon Jun 02, 2025 2:24 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.41] Issues with scripting and remote driving
Replies: 1
Views: 1864

Re: [Lou][2.0.41] Issues with scripting and remote driving

Thank you for the report. Since 2.0.55:
- calling set_driver in cases which would cause character to change surfaces is not supported and should throw an error.
- in other cases your controller position and surface should be updated to correspond with the driven vehicle

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