If it is a duplicate, then it might fix itself once all the other requests are satisfied. But I can't say for sure if it's the same.
@Genhis, the notable part here is that it's not keeping track of the request for yellow belt in the platform at all
Search found 21 matches
- Sat Oct 26, 2024 5:13 pm
- Forum: Not a bug
- Topic: [2.0.11] Rocket silo do not form requests for space platforms
- Replies: 6
- Views: 1701
- Sat Oct 26, 2024 5:10 pm
- Forum: Not a bug
- Topic: [2.0.11] Rocket silo do not form requests for space platforms
- Replies: 6
- Views: 1701
Re: [2.0.11] Rocket silo do not form requests for space platforms
Possibly a duplicate of viewtopic.php?f=182&t=117600, interesting that it's also for belts though
- Sat Oct 26, 2024 4:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Platform not registering construction request
- Replies: 2
- Views: 1095
Re: [Rseding91] [2.0.11] Platform not registering construction request
I don't know why, but it apparently fixes itself after the last of the platform tiles are delivered, then the belts replace the first request slot. This wasn't after all requests were completed, but it was after all requests that the planet had production capacity for were completed
- Sat Oct 26, 2024 9:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Platform not registering construction request
- Replies: 2
- Views: 1095
[Rseding91] [2.0.11] Platform not registering construction request
Turbo belt is not being requested by the platform. Parts of the platform were copy-pasted from an existing platform.
- Sat Oct 26, 2024 9:30 am
- Forum: Not a bug
- Topic: [2.0.11] Gleba map is covering by red dots without real entities
- Replies: 4
- Views: 440
Re: [2.0.10] Gleba map is covering by red dots without real entities
If you build anything in the chunk then it refreshes the map, possibly also things like breaking trees or clearing cliffs would do it too. I'm guessing enemies were seen there at some point in the past and it's just old data that hasn't been reset
- Thu Oct 24, 2024 8:47 pm
- Forum: Modding interface requests
- Topic: [2.0.10] Allow the beacon prototype to accept the "Burner" energy_source
- Replies: 3
- Views: 223
Re: [2.0.10] Allow the beacon prototype to accept the "Burner" energy_source
Already requested and was moved to won't fix sadly viewtopic.php?f=221&t=113632
- Thu Oct 24, 2024 10:11 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.10] Invalid platform construction request not clearing (UI only?)
- Replies: 3
- Views: 208
[Rseding91] [2.0.10] Invalid platform construction request not clearing (UI only?)
This is probably pretty low priority. There seems to be an invalid platform construction request that has persisted for a while. It seems to be visual only in the interface, as the ship has otherwise flown and made and cleared other construction requests perfectly fine. There are spare tiles availab...
- Thu Oct 24, 2024 1:12 am
- Forum: Modding interface requests
- Topic: Allow spoil result & spoil trigger at the same time
- Replies: 0
- Views: 134
Allow spoil result & spoil trigger at the same time
Allow spoil_result & spoil_to_trigger_result on an item to happen at the same time (or within a couple ticks of each other, I'm not picky). It sounds like Raiguard has a working branch for this that during the beta was only pending some tests and review. Obviously there are bigger priorities cur...
- Sun Oct 20, 2024 10:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.6] Rocket silo orange glow location incorrect sometimes
- Replies: 1
- Views: 637
[Lou][2.0.6] Rocket silo orange glow location incorrect sometimes
10-20-2024, 23-14-13.png During the rocket silo launch animation it seems there's a bug with having a second rocket built and waiting, the glow from the exhaust seems to appear about a silo and a half below the actual silo briefly at the end of the launch as the second rocket is about to appear. Th...
- Fri Sep 04, 2020 4:04 pm
- Forum: Won't fix.
- Topic: Cloned entities ignore conditions for their first tick
- Replies: 6
- Views: 2370
Re: Cloned entities ignore conditions for their first tick
Just to clarify in case it helps modders attempt a workaround, when you say "has no values" do you mean null or undefined rather than just zero'd out? As the intended before and after state in the demo setup is that the network has no signals with the entities configured to be inactive in ...
- Fri Sep 04, 2020 10:31 am
- Forum: Won't fix.
- Topic: Cloned entities ignore conditions for their first tick
- Replies: 6
- Views: 2370
Cloned entities ignore conditions for their first tick
When cloning some entities the new copies appears to ignore any conditions for their first tick. Primarily an issue for mods, but the underlying issue is entirely reproduced in vanilla 1.0 with the editor. I've tested belts and inserters, and interestingly pumps don't appear to be affected. I haven'...
- Fri Jun 12, 2020 3:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.31] Crash: "GotoBehavior::updateActiveState"
- Replies: 3
- Views: 2389
Re: [0.18.31] Crash to desktop, multiple mods
Oops, good point. https://pastebin.com/BWCxwcW6
- Fri Jun 12, 2020 1:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.31] Crash: "GotoBehavior::updateActiveState"
- Replies: 3
- Views: 2389
[0.18.31] Crash: "GotoBehavior::updateActiveState"
Unable to reproduce by repeating similar actions so unsure if relevant, but at the time of the crash I was using a modded jetpack to fly over a lake shooting modded guns at a modded biter base.
Logs, save file, mods being used:
https://mega.nz/file/LNZmBSYZ#U9MbzXXr0 ... ge93Lfv3jM
Logs, save file, mods being used:
https://mega.nz/file/LNZmBSYZ#U9MbzXXr0 ... ge93Lfv3jM
- Mon Apr 03, 2017 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 8625
Re: [0.14.22] Hard crash during autosave. Modded
Wow that is hilarious, I had no idea that was going on in the map. Especially to the extent it causes a stack overflow. Thanks for letting me know the cause, I guess the temporary fix for me is to go on a killing spree lol.
- Mon Apr 03, 2017 8:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 8625
Re: [0.14.22] Hard crash during autosave. Modded
Have you had any luck reproducing this on your end? If not is there any other information I could provide that might help?
- Sun Apr 02, 2017 8:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 8625
Re: [0.14.22] Hard crash during autosave. Modded
Here it is. I'm uploading the mods folder to a file sharing site too, 400MB though so that will take a bit.
*edit Mods folder download link: https://mega.nz/#!uIxVGR5Q!BpNH3_p2bQyJ ... P1Tf7-Ewf4
*edit Mods folder download link: https://mega.nz/#!uIxVGR5Q!BpNH3_p2bQyJ ... P1Tf7-Ewf4
- Sun Apr 02, 2017 7:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 8625
Re: [0.14.22] Hard crash during autosave. Modded
Oh an additional detail that might change things, manually saving the game works normally (although it takes ages, looking forward to next patch speeding up mod save/load times)
- Sun Apr 02, 2017 7:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 8625
Re: [0.14.22] Hard crash during autosave. Modded
I have a short unused diagonal rail that has been around for a while without causing issues.
- Sun Apr 02, 2017 6:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Hard crash during autosave. Modded
- Replies: 9
- Views: 8625
[0.14.22] Hard crash during autosave. Modded
About 1/3rd through the autosave progress bar the game errors and crashes to desktop, this has started happening consistently many hours into the save. There are a LOT of mods, and I have recently updated them which is likely related in some way. I opened the game in VS2015 debugging, in which it lo...
- Wed Dec 21, 2016 2:33 am
- Forum: 1 / 0 magic
- Topic: Crash on loading world (after updating mods, not repeatable)
- Replies: 2
- Views: 1456
Re: Crash on loading world (after updating mods, not repeatable)
Ok that was weird. There might not be a bug at all, or maybe just a missing catch for a rare obscure exception. I hit continue in VS after your reply and the game continued on to load and migrate normally. There was however something odd that happened at least as Windows created a prompt about an ex...