Search found 8 matches

by hopefuldecay
Wed Nov 20, 2024 8:24 pm
Forum: Won't fix.
Topic: [2.0.20] Crash to desktop when generating modded surface.
Replies: 1
Views: 151

[2.0.20] Crash to desktop when generating modded surface.

A friend of mine is working on a mod, and when she tried changing something in the map generation related to making lava only spawn above a certain elevation, the game crashes to desktop when generating the surface. Attached are a zip file containing the mod and the log file for the crash. Expectati...
by hopefuldecay
Wed Nov 06, 2024 7:44 pm
Forum: Won't implement
Topic: [2.0]Add prototype-level rocket carry capacity
Replies: 7
Views: 555

[2.0]Add prototype-level rocket carry capacity

Currently, rocket carry capacity is defined solely in utility-constants, therefore it is not possible to create a mod that has silos with different launch weight capacities without re-implementing the silo functionality in lua script. It would be nice if this was just the default value, and RocketSi...
by hopefuldecay
Wed Oct 30, 2024 11:04 pm
Forum: Modding interface requests
Topic: [2.0] Add a way to edit or remove the empty inventory requeriment when getting on a rocket
Replies: 0
Views: 125

[2.0] Add a way to edit or remove the empty inventory requeriment when getting on a rocket

Apologies if this is already implemented, I've looked all over and couldn't find anything related to it. I don't know if this is possible, but it would be really nice as I've been working on a mod that rebalances Space Age logistics to be more similar to space exploration, working directly with stac...
by hopefuldecay
Wed Oct 30, 2024 10:29 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: 3
Views: 487

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

Further information, while messing around with other things in the editor, I realized that this issue seems savefile dependant! Attached are two saves, in one of them it works as expected, but it's broken in the other. The savefiles both have the same technologies researched (from the editor) There ...
by hopefuldecay
Wed Oct 30, 2024 8:26 pm
Forum: Assigned
Topic: [raiguard] Fluid transfer rates are capped even when directly inserting between two buildings
Replies: 3
Views: 319

Re: Fluid transfer rates are capped even when directly inserting between two buildings

Yeah, that's what I've gathered, it seems strange since it is now possible to make setups that vastly exceed the limit in vanilla (or rather, the dlc) without the use of any external mods. If this is intended then maybe the speed of entities that use fluid should be capped to give some feedback to t...
by hopefuldecay
Wed Oct 30, 2024 6:30 pm
Forum: Assigned
Topic: [raiguard] Fluid transfer rates are capped even when directly inserting between two buildings
Replies: 3
Views: 319

[raiguard] Fluid transfer rates are capped even when directly inserting between two buildings

Chemical plants with extremely high production and consumption rate aren't able to keep up even when directly inserting into eachother, for example this setup does not seem to keep the water chemical plant running at all times, even though the one behind is producing more than twice as much steam as...
by hopefuldecay
Wed Oct 30, 2024 6:04 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: 3
Views: 487

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

Building ghosts cannot be placed on Aquilo on top of Ammoniacal ocean tiles, Brash ice, or Smooth Ice using force-build (shift) or super-force-build(ctrl+shift). (The tiles that require ice+concrete for buildings.) This is extra annoying since two types of tiles are required on this planet, so it wo...
by hopefuldecay
Fri Oct 25, 2024 7:47 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [2.0.11] Parameters don't work on loader filters
Replies: 1
Views: 601

[kovarex] [2.0.11] Parameters don't work on loader filters

Not sure if this is a bug or a feature request, apologies in advance if this is the wrong subforum. Expectation : Setting a parameter on a loader filter and then pasting it should open the configuration window. Result : The parameter stays as-is on the filter selection. How to replicate : Set a para...

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