Search found 15641 matches
- Sat May 31, 2025 6:33 pm
- Forum: Not a bug
- Topic: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
- Replies: 3
- Views: 185
Re: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
Thanks for the report however this is not a bug. The map options are togglable for a reason: simple turn them off if you are having issues finding your vehicles.
- Wed May 28, 2025 2:19 pm
- Forum: Implemented mod requests
- Topic: [2.0.28] Furnace interaction with item+fluid ingredients should be clarified
- Replies: 4
- Views: 587
Re: [2.0.28] Furnace interaction with item+fluid ingredients should be clarified
This was fixed in 2.0.48 as far as I know.
- Wed May 28, 2025 1:50 pm
- Forum: 1 / 0 magic
- Topic: [2.0.47] Crash (TransportLine::update)
- Replies: 3
- Views: 382
Re: [2.0.47] Crash (TransportLine::update)
Thanks for the report. Without a way to reproduce this there's nothing we can do. This function gets called tends of thousands of times per second in virtually every save file and seemingly runs without issue in every other case. That leads me to believe that it was either a 1-off fluke that your ...
- Wed May 28, 2025 1:48 pm
- Forum: Ideas and Suggestions
- Topic: Lowered enemy settings should not disable "It stinks and they do/don't like it" achievements
- Replies: 1
- Views: 199
Re: [2.0.52] It stinks and they do/don't like achievemnts with expansion settings
Thanks for the report however this is not a bug.
- Wed May 28, 2025 1:48 pm
- Forum: Won't fix.
- Topic: [2.0.47] space platform stuck deconstructing if deconstruction+blueprint paste caused a hole
- Replies: 5
- Views: 376
Re: [2.0.47] space platform stuck deconstructing if deconstruction+blueprint paste caused a hole
Thanks for the report however I don't believe anything will be done about this. It has a player solution, and trying to implement a programmatic solution would add a crazy amount of complexity to the game logic that just isn't worth it.
- Tue May 27, 2025 2:11 pm
- Forum: Not a bug
- Topic: [2.0.52] output full - ingredient shortage
- Replies: 4
- Views: 381
Re: [2.0.52] output full - ingredient shortage
Yes, you want to remove the product as fast as it's made and it will continue to craft more. If you don't, then that's a signal to the engine that you don't actually need the products as fast as the machine can run and it will stop and wait for them to be removed.
- Sun May 25, 2025 2:21 pm
- Forum: Technical Help
- Topic: [2.0.47] Game Crashing Logs (ChartRenderer::drawPlayer)
- Replies: 5
- Views: 282
Re: [2.0.47] Game Crashing Logs (ChartRenderer::drawPlayer)
I believe this is fixed in any experimental version 2.0.48 and later)
- Sun May 25, 2025 8:36 am
- Forum: Resolved Requests
- Topic: defines.entity_status.broken cannot be set through LuaEntity::status
- Replies: 6
- Views: 455
Re: defines.entity_status.broken cannot be set through LuaEntity::status
Hmm, It looks like I fell for the same thing whoever wrote that doc line did. Oops.
- Sun May 25, 2025 2:17 am
- Forum: Resolved Requests
- Topic: defines.entity_status.broken cannot be set through LuaEntity::status
- Replies: 6
- Views: 455
- Sat May 24, 2025 4:52 pm
- Forum: Minor issues
- Topic: [2.0.51] Rotated reflections don't match main graphics
- Replies: 3
- Views: 410
Re: [2.0.51] Rotated reflections don't match main graphics
I can... kind of fix this, but it's never going to be perfect. Unit rendering has several different animations depending on what the unit is doing and depending on its state the orientation of the animation won't always match the orientation of the reflection (the way reflection converts orientation ...
- Sat May 24, 2025 4:27 pm
- Forum: Won't fix.
- Topic: [2.0.47] Small visual bug when firing a railgun.
- Replies: 1
- Views: 222
Re: [2.0.47] Small visual bug when firing a railgun.
Thanks for the report however I don't believe we will be doing anything about this.
- Sat May 24, 2025 3:28 pm
- Forum: Implemented mod requests
- Topic: LogisticSection::set_slot is dangerous (easily crashes mods)
- Replies: 2
- Views: 302
Re: LogisticSection::set_slot is dangerous (easily crashes mods)
Makes sense to me.
- Sat May 24, 2025 2:59 pm
- Forum: Implemented mod requests
- Topic: Land mine trigger interval
- Replies: 1
- Views: 154
- Sat May 24, 2025 2:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Missing on_player_driving_changed_state event when player leaves cargo pod?
- Replies: 1
- Views: 371
Re: [Rseding91] [2.0.11] Missing on_player_driving_changed_state event when player leaves cargo pod?
Thanks for the report. This is now fixed for the next release.
- Sat May 24, 2025 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.52] upgrading building cancels module ghosts
- Replies: 1
- Views: 255
Re: [Rseding91] [2.0.52] upgrading building cancels module ghosts
Thanks for the report. This is now fixed for the next release.
- Sat May 24, 2025 12:57 pm
- Forum: Implemented mod requests
- Topic: Allow set_passenger to be used on cargo pods
- Replies: 4
- Views: 393
Re: Allow set_passenger to be used on cargo pods
Added for the next release.
- Fri May 23, 2025 2:54 pm
- Forum: Modding interface requests
- Topic: Will you add new utility constants?
- Replies: 5
- Views: 478
Re: Will you add new utility constants?
I've added several of these for the next release. I did not do anything with combinators because I have no idea about them.
- Fri May 23, 2025 11:29 am
- Forum: Technical Help
- Topic: Joining a Server on Game start always fails
- Replies: 3
- Views: 251
Re: Joining a Server on Game start always fails
It may be addressable in the engine but I’m not sure.
- Fri May 23, 2025 7:48 am
- Forum: Modding interface requests
- Topic: Add prototype descriptor to error function
- Replies: 8
- Views: 478
Re: Add prototype descriptor to error function
Hmm, but the actual error is not with *the other* mod, but your mod, no? Because if the player removes *your mod* the error goes away and the game continues to function.
- Fri May 23, 2025 1:42 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.51] Unmodifiable modded blueprint prompts to save
- Replies: 3
- Views: 368
Re: [2.0.51] Unmodifiable modded blueprint prompts to save
Thanks for the save. This is now fixed for the next release.