Search found 255 matches
- Mon Mar 24, 2025 2:36 pm
- Forum: Pending
- Topic: [Lou][2.0.42] Consistency check failed - entity ghost (loader) not buildable
- Replies: 2
- Views: 168
Re: [Lou][2.0.42] Consistency check failed - entity ghost (loader) not buildable
Could you please provide a savefile? Also, was this reproducable for you?
- Mon Mar 24, 2025 2:00 pm
- Forum: Assigned
- Topic: [Lou][2.0.42] crash when pasting blueprint (with mod)
- Replies: 1
- Views: 155
Re: [Lou][2.0.42] crash when pasting blueprint (with mod)
possibly related to 127704
- Mon Mar 24, 2025 1:59 pm
- Forum: Pending
- Topic: [Lou][2.0.42] Consistency check failed - entity ghost (loader) not buildable
- Replies: 2
- Views: 168
- Fri Mar 21, 2025 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
- Replies: 8
- Views: 1358
Re: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
...I still think I am reasonable to expect tile ghosts to be excluded in "normal" mode if actual entities get selected, since from a design standpoint, they are tiles. The copy/paste/cut/Decon/upgrade tools should only care about the result that would end up in a blueprint.
Well the issue was ...
- Thu Mar 20, 2025 6:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
- Replies: 8
- Views: 1358
Re: [Lou][2.0.41] Cut tool removes tile ghosts without adding to clipboard, if entities also selected
Thanks for the report, since 2.0.43. tile ghosts will no longer be removed when cutting with entities.
For the purposes of deconstruction planner, tile ghosts are osrt of being treated as both entities (because they are) and tiles (because they are ghosts of them) at the same time. That's why on ...
For the purposes of deconstruction planner, tile ghosts are osrt of being treated as both entities (because they are) and tiles (because they are ghosts of them) at the same time. That's why on ...
- Thu Mar 20, 2025 5:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.48] Ghost fast replace rotation oddness
- Replies: 2
- Views: 2378
Re: [Lou][1.1.48] Ghost fast replace rotation oddness
Thank you for the report, fixed for 2.0.44.
The behaviour (at the time of fixing) in 2.0.42 was different from what was described here, but still buggy (ghost was placed, original was niether rotated nor deconstructed, the ghost could not have been revived). In these cases, the original will now be ...
The behaviour (at the time of fixing) in 2.0.42 was different from what was described here, but still buggy (ghost was placed, original was niether rotated nor deconstructed, the ghost could not have been revived). In these cases, the original will now be ...
- Thu Mar 20, 2025 3:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Asteroid collectors never built: invalid game state by super forced building
- Replies: 3
- Views: 1161
Re: [Lou][2.0.33] Asteroid collectors never built: invalid game state by super forced building
Thank you for the report, the issue was fixed for 2.0.43
What made asteroid collector different is, that it's space platform tile requirement is enforced by a tile buildability rule, not by its collision mask.
What made asteroid collector different is, that it's space platform tile requirement is enforced by a tile buildability rule, not by its collision mask.
- Thu Mar 20, 2025 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.41][linux] Performance drop in fulgora night
- Replies: 3
- Views: 1242
Re: [Lou][2.0.41][linux] Performance drop in fulgora night
Once again thanks for the report. The most of the update time was taken by the smoke created by lightnings, which we made to not be created when not visible. Since 2.0.43, Fulgora night-time performance should be basically the same as daytime.
- Tue Mar 18, 2025 11:00 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
- Replies: 3
- Views: 1006
Re: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Thanks for the report, fixed for 2.0.42
- Mon Mar 17, 2025 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.38] Agricultural tower shows total infertility on landfill with overgrowth soil placeable
- Replies: 2
- Views: 1455
Re: [Lou][2.0.38] Agricultural tower shows total infertility on landfill with overgrowth soil placeable
Thanks for the report, as of 2.0.42, the mentioned tiles will be visualised as "growable with different soil" in apt cases
- Thu Mar 13, 2025 2:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 24
- Views: 6592
Re: [Lou] [2.0.15] Railgun is shooting other Railsguns
...
Further exacerbating the problem is video recordings of the front of my ship require insane amounts of bitrate to prevent it from turning into mush. As in, literally hundreds of Mbit/s. I'm looking at setting up loop recording in OBS so that I don't have to keep hours of video at this bitrate ...
- Wed Mar 12, 2025 1:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints
- Replies: 1
- Views: 676
Re: [Lou][2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints
Thank you for the report, in 2.0.41 extra spidertron ghost will not be created.
- Mon Mar 10, 2025 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.39] unbuildable tree ghosts (that grow?)
- Replies: 7
- Views: 1254
Re: [Lou][2.0.39] unbuildable tree ghosts (that grow?)
Once again thanks for the report. The issue is fixed for 2.0.40.
Boskid is correct, the bug was introduced in 2.0.39 (by me :'( ), that's why nobody noticed it until now.
Boskid is correct, the bug was introduced in 2.0.39 (by me :'( ), that's why nobody noticed it until now.
- Thu Mar 06, 2025 10:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.38] Agricultural tower shows total infertility on landfill with overgrowth soil placeable
- Replies: 2
- Views: 1455
Re: [2.0.38] Agricultural tower shows total infertility on landfill with overgrowth soil placeable
EDIT: Nevermind, I misread and now managed to reproduce it
Could you please provide a savefile where this occurred?
I assume it is single player, since no multiplayer mentioned.
I assume it is single player, since no multiplayer mentioned.
- Wed Mar 05, 2025 12:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.32] Crash on car hitting 0 health entity "Car.cpp:603: Branch expected not te be reachable"
- Replies: 1
- Views: 652
Re: [Lou][2.0.32] Crash on car hitting 0 health entity "Car.cpp:603: Branch expected not te be reachable"
Thanks for the report. Fixed for 2.0.39
- Wed Mar 05, 2025 12:07 pm
- Forum: Duplicates
- Topic: [2.0.23] Crash when trying to upgrade ghost elevated rails
- Replies: 3
- Views: 573
Re: [2.0.23] Crash when trying to upgrade ghost elevated rails
Thank you for the report. It has been fixed for 2.0.39
- Wed Mar 05, 2025 12:07 pm
- Forum: Duplicates
- Topic: [2.0.32] Crash placing upgrade blueprint for elevated rail ghosts (LatencyState check fails)
- Replies: 2
- Views: 317
Re: [2.0.32] Crash placing upgrade blueprint for elevated rail ghosts (LatencyState check fails)
Thank you for the report. It has been fixed for 2.0.39
- Wed Mar 05, 2025 12:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.15] Crash upgrading ghost of rail ramp to rail ramp (Uncommon): LatencyState::getUpgradeTarget()
- Replies: 2
- Views: 1007
Re: [Lou][2.0.15] Crash upgrading ghost of rail ramp to rail ramp (Uncommon): LatencyState::getUpgradeTarget()
Thank you for the report. It has been fixed for 2.0.39
- Wed Mar 05, 2025 10:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou] pipe to ground, build on empty space
- Replies: 3
- Views: 842
Re: [Lou] pipe to ground, build on empty space
Thanks for the report. Fixed for 2.0.39
- Wed Mar 05, 2025 10:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.24] Underground belt and pipe placement orders cliff deconstruction
- Replies: 2
- Views: 785
Re: [Lou][2.0.24] Underground belt and pipe placement orders cliff deconstruction
Thank you for the report. Fixed for 2.0.39