Expected : Blueprints with buildings on top of landfill should be able to be successfully placed on water.
Actual : Blueprints with buildings on top of landfill cannot be placed on water. Normal placement fails. Shift+Clicking will only place the landfill:
GhostOnGhostLandfill.gif
Suggestion ...
Search found 15 matches
- Sun Mar 31, 2019 8:54 pm
- Forum: Not a bug
- Topic: [0.17.23] Blueprints with buildings on landfill can't be placed on water
- Replies: 3
- Views: 4021
- Sun Mar 24, 2019 12:33 am
- Forum: Ideas and Suggestions
- Topic: Train Exit Side
- Replies: 41
- Views: 15368
When exiting a train, put players on the signal side (right side)
TL;DR
When players exit trains, place them on the the signal side (the right side) instead of the left, with respect to the orientation of the vehicle.
Related
A change from the 0.13 changelog stated:
Exiting vehicles now puts you to the left of the vehicle with respect to the orientation ...
When players exit trains, place them on the the signal side (the right side) instead of the left, with respect to the orientation of the vehicle.
Related
A change from the 0.13 changelog stated:
Exiting vehicles now puts you to the left of the vehicle with respect to the orientation ...
- Wed Mar 20, 2019 6:56 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][0.17.15] Blueprinted trains incorrectly placed on adjacent rail
- Replies: 4
- Views: 3675
Re: [0.17.15] Blueprinted trains incorrectly placed on adjacent rail
Here's a gif of the second issue (ghost placed correctly, but real train on wrong track) isolated:
BugTrainPlacementIsolated.gif
I'm pretty sure the bot with the wagon makes it there first.
I had to place the top track after the blueprint because otherwise this issue happens again ...
BugTrainPlacementIsolated.gif
I'm pretty sure the bot with the wagon makes it there first.
I had to place the top track after the blueprint because otherwise this issue happens again ...
- Wed Mar 20, 2019 6:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][0.17.15] Blueprinted trains incorrectly placed on adjacent rail
- Replies: 4
- Views: 3675
Re: [0.17.15] Blueprinted trains incorrectly placed on adjacent rail
Huh, and I just noticed that in the second gif, the ghost fluid wagons get moved up, and the real locomotive gets moved up. And the cargo wagon all the way on the top right just gets cancelled entirely.
- Wed Mar 20, 2019 6:25 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][0.17.15] Blueprinted trains incorrectly placed on adjacent rail
- Replies: 4
- Views: 3675
[kovarex][0.17.15] Blueprinted trains incorrectly placed on adjacent rail
If a train wagon or locomotive is placed via blueprint (or maybe by ghost too, I haven't tried it), it can be placed on the wrong rail.
RELATED:
[kovarex] [0.17.9] Blueprinted trains snapping to wrong rail/not appearing when blueprint is near adjacent rails - note the issue I am reporting here ...
RELATED:
[kovarex] [0.17.9] Blueprinted trains snapping to wrong rail/not appearing when blueprint is near adjacent rails - note the issue I am reporting here ...
- Fri May 18, 2018 3:11 am
- Forum: Minor issues
- Topic: [0.15.5] Cannot delete empty blueprint
- Replies: 6
- Views: 9169
Re: [0.15.5] Cannot delete empty blueprint
Is this going to be addressed in the upcoming GUI update? It'd be nice to have a "Drop here to delete" on the inventory screen, just like "Drop here to export to blueprint library"
- Fri May 18, 2018 2:59 am
- Forum: Duplicates
- Topic: Blueprint with more modules than actually possible
- Replies: 4
- Views: 2664
Blueprint with more modules than actually possible
Creating a blueprint of one of these bugged furnaces from this not-a-bug combines the real and requested item slots, resulting in a blueprint with 4 modules instead of 2. Place that 4-item-request-blueprint, build it manually, blueprint it again, and now you have a blueprint with 6 modules, etc ...
- Tue Jan 23, 2018 3:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
- Replies: 37
- Views: 25086
Re: [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
Sorry, that was in response to Timar. I'm pretty sure it's related to cliffs, agreed.Ilikecookies71 wrote:Bombed every cliff i could find in a big area around all of my turrets and didnt have a crash since.uber5001 wrote:It sure feels like it's related to cliffs, but maybe not...
Does seem like it's related.
- Tue Jan 23, 2018 1:51 am
- Forum: Duplicates
- Topic: [0.16.17] Crash Report
- Replies: 1
- Views: 1112
Re: [0.16.17] Crash Report
Possibly a duplicate of this bug. Try searching for "callForHelp" on the forums.
- Tue Jan 23, 2018 1:50 am
- Forum: Duplicates
- Topic: Crashes making my game unplayable
- Replies: 1
- Views: 1050
Re: Crashes making my game unplayable
Possibly a duplicate of this bug. Try searching for "callForHelp" on the forums.
- Tue Jan 23, 2018 1:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
- Replies: 37
- Views: 25086
Re: [0.16.17] Crash one minute after loading save from 0.16.16
A save is attached where bugs attack and it crashes ~10s in.
It sure feels like it's related to cliffs, but maybe not...
EDIT: If I go near those biters when they attack, it seems to not crash.
EDIT2 : It seems to crash as soon as the biters enter turret range, even if I disconnect power. If I ...
It sure feels like it's related to cliffs, but maybe not...
EDIT: If I go near those biters when they attack, it seems to not crash.
EDIT2 : It seems to crash as soon as the biters enter turret range, even if I disconnect power. If I ...
- Tue Jan 23, 2018 12:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
- Replies: 37
- Views: 25086
Re: [0.16.17] Crash one minute after loading save from 0.16.16
I was having likely the same issue here. No mods. Loaded the game up. Loaded 0.16.16 save. Started deconstructing some rails. I think I opened my inventory at the moment that it crashed. ~1 minute in.
Reproduced it 2 times. I've since upped the autosave interval, but I can't reproduce the crash ...
Reproduced it 2 times. I've since upped the autosave interval, but I can't reproduce the crash ...
- Sun Jul 23, 2017 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Use marching squares for tile rendering.
- Replies: 2
- Views: 2765
Use marching squares for tile rendering.
This is a solution to some of the problems presented in FFF-199 .
The gist of marching squares is that instead of drawing a Land tile and a Water tile, instead you draw the tiles in between Land and Water. In a 2D game, every tile is visually placed between 4 terrain-grid-squares (the current tiles ...
The gist of marching squares is that instead of drawing a Land tile and a Water tile, instead you draw the tiles in between Land and Water. In a 2D game, every tile is visually placed between 4 terrain-grid-squares (the current tiles ...
- Sun Jul 23, 2017 9:31 am
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 32789
Re: Friday Facts #199 - The story of tile transitions
Can't marching squares be used for the tiling issue? It wouldn't even require large asset changes. All it takes is offsetting the tiles halfway off the grid.
I've got a demo on github pages that shows how it would work. Here's a gif of it in action:
http://i.imgur.com/N7lh1YB.gif
It doesn't ...
I've got a demo on github pages that shows how it would work. Here's a gif of it in action:
http://i.imgur.com/N7lh1YB.gif
It doesn't ...
- Thu Sep 15, 2016 10:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [0.14.6] Trains budge when: rail network changes, & every 3s
- Replies: 5
- Views: 6629
[HanziQ] [0.14.6] Trains budge when: rail network changes, & every 3s
In my current save, when placing or removing any rail segment or signal causes:
- A split second of lag (at least when placing rails, this is true, not sure about signals)
- A certain set of trains will ignore the chain signal they are waiting at for a moment, maybe 1 frame. The train's front ...
- A split second of lag (at least when placing rails, this is true, not sure about signals)
- A certain set of trains will ignore the chain signal they are waiting at for a moment, maybe 1 frame. The train's front ...