Our group has the same problem. We can't join our host because of this:
https://steamuserimages-a.akamaihd.net/ugc/2492271290993384979/D44B9679A7B9628D22B32034643FE08BE9369E2A/
We also tried again with pausing directly after loading the save, and then we got desynced as soon as we unpaused. See ...
Search found 13 matches
- Tue Oct 22, 2024 4:00 am
- Forum: Duplicates
- Topic: [2.0.7] Inconsistent transport line groups - 2 belts on one tile
- Replies: 7
- Views: 1666
- Wed Apr 08, 2020 1:49 pm
- Forum: Modding help
- Topic: How to reset the color of a car after player exits?
- Replies: 4
- Views: 1631
Re: How to reset the color of a car after player exits?
I see. I didn't realize I could set the color to 0 alpha and thought I had to turn this off via another bool or something.
Thank you very much!
Yours, Flo
Thank you very much!
Yours, Flo
- Tue Apr 07, 2020 11:50 pm
- Forum: Modding help
- Topic: How to reset the color of a car after player exits?
- Replies: 4
- Views: 1631
How to reset the color of a car after player exits?
Hello everyone.
In the last few days I have created a mod that adds the Brutus , a car with the driver visible. Right now I am modeling the driver. My plan is to use the color layer (the one with "apply_runtime_tint = true") to add the driver if a player is actually in the car. However - I think ...
In the last few days I have created a mod that adds the Brutus , a car with the driver visible. Right now I am modeling the driver. My plan is to use the color layer (the one with "apply_runtime_tint = true") to add the driver if a player is actually in the car. However - I think ...
- Wed Apr 24, 2019 9:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
- Replies: 5
- Views: 4105
Re: [0.17.32] Personal Roboports in Automatic Trains not working as expected
thanks, i'll try to let them know
- Fri Apr 19, 2019 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
- Replies: 5
- Views: 4105
Re: [0.17.32] Personal Roboports in Automatic Trains not working as expected
Not deploying robots from a train in automatic mode makes sense (it could leave at any time and be out of range way before the recalled robots make it back).
It doesn't tho, properly using the "No Robots are deployed" Condition to for example build a train that goes around the defensive walls ...
- Thu Apr 18, 2019 7:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
- Replies: 5
- Views: 4105
[0.17.32] Personal Roboports in Automatic Trains not working as expected
What did you do?
I installed the Vehicle Grid Mod, and placed personal roboports, bots and fusion reactors as well as construction materials into a cargo wagon. I then sent the train in automatic mode on its way to a blueprint.
What happened?
The bots won't build if the train is in automatic ...
I installed the Vehicle Grid Mod, and placed personal roboports, bots and fusion reactors as well as construction materials into a cargo wagon. I then sent the train in automatic mode on its way to a blueprint.
What happened?
The bots won't build if the train is in automatic ...
- Fri Oct 13, 2017 8:09 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 83550
Re: Friday Facts #212 - The GUI update (Part 1)
If you are reworking the Train GUI anyway, could you add GOTOs in the train shedule based on alternative leave conditions? This would be so nice.
- Mon May 15, 2017 11:00 pm
- Forum: General discussion
- Topic: Does anyone even use rocket launcher or landmines?
- Replies: 19
- Views: 10949
Re: Does anyone even use rocket launcher or landmines?
Landmines are quite good if you are biterhunting with a Tank. Place them in a line some place some distance from a spawner cluster, drive to the cluster, shoot some spawners and when you tank HP get low, drive back to the Landmines and all the trailing biters go boom.
- Wed Feb 08, 2017 10:23 pm
- Forum: General discussion
- Topic: Crafting speed math
- Replies: 16
- Views: 37826
Re: Crafting speed math
In my calculations i use the quantities "nominal crafting time" and "real crafting time". the conversion between the two is just the crafting speed.
- Thu Jan 05, 2017 1:08 am
- Forum: Ideas and Suggestions
- Topic: Rocket Score in Server List
- Replies: 0
- Views: 1093
Rocket Score in Server List
I was just looking through the servers with the most playtime to visit some megabases. There it occured to me that if I could sort by Rockets launched, I could get to see only actuall megabases, since like half of them are just servers where the admin forgot to turn on the pause on empty server ...
- Mon Mar 28, 2016 9:08 pm
- Forum: General discussion
- Topic: How I sort of wish this was a Warhammer 40k game
- Replies: 18
- Views: 11182
Re: How I sort of wish this was a Warhammer 40k game
to be honest, this sounds like a not impossible and neat mod idea.
- Sun Mar 27, 2016 11:35 pm
- Forum: General discussion
- Topic: How do you clearly describe circuit networks in forum posts?
- Replies: 11
- Views: 6742
Re: How do you clearly describe circuit networks in forum posts?
I guess the best way to describe it is by just stating what it does and then stating how you encode the things. The rest is pretty straight forward to figure out.
- Wed Mar 16, 2016 9:16 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
- Replies: 168
- Views: 152844
Re: Yuoki Industries - Railways Core 0.0.6 (f0.12.11+)
Hey, Yuoki.
I installed the Railway Core mod and 2 of the add-ons, but when I want to open a savegame or start a new game I get following error message:
__yi_railway__/control.lua:4: attempt to index global 'script' (a nil value)
This is my modlist, in case it is relevant.
https://imgur.com ...
I installed the Railway Core mod and 2 of the add-ons, but when I want to open a savegame or start a new game I get following error message:
__yi_railway__/control.lua:4: attempt to index global 'script' (a nil value)
This is my modlist, in case it is relevant.
https://imgur.com ...