Search found 8 matches

by Akino_Ovsky
Sat Mar 15, 2025 11:49 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Replies: 6
Views: 418

Re: [boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Sweet, glad to be of help

Always fun when something weird finds a niche way to crash the game
by Akino_Ovsky
Sat Mar 15, 2025 11:39 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Replies: 6
Views: 418

Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Tested again, This time with only space age (and the two DLC "mods"), and the Sandbox

Crashes only with Green belts and even then not every time, Couldn't get a screenshot but not sure it really applies
Also does not require it to be going under a beacon as I mentioned previously

Posted test world ...
by Akino_Ovsky
Sat Mar 15, 2025 11:15 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Replies: 6
Views: 418

Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Was gonna send the map save at first, forgot lol

I've noticed that it's not just ghost dragging but more where it would replace an underground that's already there (may also be due to the replaced belt being going the other direction)

Edit: I think it is due to going under something, so far I've ...
by Akino_Ovsky
Sat Mar 15, 2025 10:38 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Replies: 6
Views: 418

Re: [2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)

Got this exact same crash in that creative world mod twice now, It may be related to that? (2.0.41)
Crash 2.jpg
Crash 2.jpg (315.22 KiB) Viewed 340 times
by Akino_Ovsky
Wed Jan 29, 2025 4:59 pm
Forum: Bug Reports
Topic: [2.0.33] Constant combinator signal of 2^32+1 does not overflow in GUI
Replies: 2
Views: 323

Re: Combinator overflow error with a set value of 2^32+1

Okay, with a bit more checking you cannot do this with decider or arithmetic combinators in any way, nor does the Constant combinator actually output the gigantic invalid signal value, once you close and reopen it, it will reset the signal to the correct value which would be 1.

It will also not do ...
by Akino_Ovsky
Wed Jan 29, 2025 4:47 pm
Forum: Bug Reports
Topic: [2.0.33] Constant combinator signal of 2^32+1 does not overflow in GUI
Replies: 2
Views: 323

[2.0.33] Constant combinator signal of 2^32+1 does not overflow in GUI

In a constant combinator you can input 2^32+1 and end up getting an output value of 4294967297

1: Open constant combinator
2: make new signal
3: set value to 2^32+1
4: get a value of that, without it normally overflowing to 1
by Akino_Ovsky
Sat Dec 28, 2024 9:59 am
Forum: Pending
Topic: [2.0.28] Cryogenic plant prioritizing output to pipe over tank
Replies: 2
Views: 239

[2.0.28] Cryogenic plant prioritizing output to pipe over tank

Noticed that the fluid outputs from a Cryogenic plant will prefer going into a pipe over direct into a tank

Upon placing a fluid tank directly connected to the lowest output of a Cryo plant it would prefer outputting only to the pipes until they were to completely fill, completely ignoring the ...

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