Search found 293 matches
- 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.
- 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
- 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 ...
has asymmetrical collision box
has active fluid manager
its energy source ...
- 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.
- 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.
The cause was that concrete re-freezing would cause cancellation of deconstruction.
- 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
that should fix your problem as well, right?
- 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).
- Wed Jun 11, 2025 5:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.50] Editor mode does not insstant build blueprint in space
- Replies: 3
- Views: 1194
Re: [Lou] [2.0.50] Editor mode does not insstant build blueprint in space
Thanks for report, fixed for 2.0.56
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Mon Jun 09, 2025 1:22 pm
- Forum: Assigned
- Topic: [kovarex][2.0.55] Crash when force building over undergrounds "EntityGhost is not buildable: entity-ghost-in-the-way"
- Replies: 1
- Views: 555
Re: [kovarex][2.0.55] Crash when force building over undergrounds "EntityGhost is not buildable: entity-ghost-in-the-way
for kovarex: Test implemented (details on slack)
- 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
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
- Thu Jun 05, 2025 3:06 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
Thank you for the report, fixed for 2.0.56
- Thu Jun 05, 2025 2:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [lou] [2.0.14] Vehicle-like inventory slot filters not overwritten with forced pasting
- Replies: 2
- Views: 1229
Re: [lou] [2.0.14] Vehicle-like inventory slot filters not overwritten with forced pasting
Thank you for the report, fixed for 2.0.56.
- 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
Marking this as pending until some better reproduction is discovered
- 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
- 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?
- 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
- 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