Search found 11 matches
- Thu Jan 25, 2018 4:43 pm
- Forum: Resolved Problems and Bugs
- Topic: Inline code blocks in mod descriptions on mod portal
- Replies: 1
- Views: 1107
Inline code blocks in mod descriptions on mod portal
This was working fine a week ago, seems an update broke it. `` (double back-tick) should insert an inline code block, not an entirely new line with only the block in it. To create a code block in a new line 4 space indent or `````` (6 back-ticks) is supposed to be used.
- Fri Jan 12, 2018 9:46 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 483888
Re: Friday Facts #225 - Bots versus belts (part 2)
(about belts) It is probably better to leave this issue as it is so that we don't break the existing game.
And then at the end
I strongly believe that bots should have a debuff.
Come on. This kind of indecision in a team honestly doesn't put you in a very good light. Should we fear a bot nerf ...
And then at the end
I strongly believe that bots should have a debuff.
Come on. This kind of indecision in a team honestly doesn't put you in a very good light. Should we fear a bot nerf ...
- Sat Jan 06, 2018 11:10 pm
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 129
- Views: 181850
Re: Re-Enable Achievements...
It still works, though it took me a while. The way I do it is I search for 6A D8 40, and then I search for 01 01 a few times until the characters around the found string don't seem to repeat anymore. Also, a few lines after the found sequence there seems to be the chat history, that way you know you ...
- Sat Aug 06, 2016 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Disable specific mods auto-update
- Replies: 0
- Views: 863
Disable specific mods auto-update
As in the subject. If I'm using a modified version of a mod, I don't want to have it updated with the rest of the mods. An option to update a specific mod manually would be convenient also.
- Sat Sep 05, 2015 6:34 pm
- Forum: Not a bug
- Topic: [0.12.6] Freeze after destroying Roboports
- Replies: 4
- Views: 6836
Re: [0.12.6] Freeze after destroying Roboports
Oh, thank you for explaining, the bug has actually been reported on Advanced Logistics System github page already, hopefully the author will fix it soon.
Someone can close/move/remove this thread so it doesn't clutter bug reports section.
Someone can close/move/remove this thread so it doesn't clutter bug reports section.
- Sat Sep 05, 2015 4:58 pm
- Forum: Not a bug
- Topic: [0.12.6] Freeze after destroying Roboports
- Replies: 4
- Views: 6836
Re: [0.12.6] Freeze after destroying Roboports
Nothing out of the ordinary in the log: http://pastebin.com/DhXA34yC
Here's my save with mods: https://www.dropbox.com/s/6kr88ynrnuyonmv/bug_report.rar?dl=0
My game is quite heavily modded though. I tried loading the save without any mods but the game crashes (wasn't this supposed to be fixed in 0 ...
Here's my save with mods: https://www.dropbox.com/s/6kr88ynrnuyonmv/bug_report.rar?dl=0
My game is quite heavily modded though. I tried loading the save without any mods but the game crashes (wasn't this supposed to be fixed in 0 ...
- Sat Sep 05, 2015 3:25 pm
- Forum: Not a bug
- Topic: [0.12.6] Freeze after destroying Roboports
- Replies: 4
- Views: 6836
[0.12.6] Freeze after destroying Roboports
As in the subject, if you try to destroy/deconstruct roboport on a large network the game freezes for a while, in my case it's over 5 seconds. You can imagine this being a problem if you try to deconstruct more than a few roboports, it could take minutes in that case.
- Fri Sep 04, 2015 9:30 pm
- Forum: Gameplay Help
- Topic: Codes to allien attack?
- Replies: 5
- Views: 9783
Re: Codes to allien attack?
/c game.peaceful_mode = true
/c game.forces.enemy.kill_all_units()
Existing enemies won't change from peaceful to not peaceful and vice-versa, you have to kill them.
/c game.forces.enemy.kill_all_units()
Existing enemies won't change from peaceful to not peaceful and vice-versa, you have to kill them.
- Wed Sep 02, 2015 1:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] train signal symmetric inconsistency
- Replies: 11
- Views: 23945
Re: [0.12.1] train signal symmetric inconsistency
I believe fixing this introduced a new bug, in the image below chain signal in red rectangle is disconnected and chain signal in green rectangle is connecting properly, but before 0.12.5 both positions were correct. The chain signal works fine on previously built junctions until I try to replace it ...
- Wed Sep 02, 2015 12:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] items with roboport can lock up during crafting
- Replies: 13
- Views: 15971
Re: [0.12.4] [kovarex] items with roboport can lock up during crafting
Tried it with the same save and it's ok, but on my save and a set of mods of my own it still seems bugged.
Here's my save with mods (I skipped WaiTex because of it's size): https://www.dropbox.com/s/9o1t9ime4tigpig/bug.rar?dl=0
You will be next to a Assembling Machine that assembles Steam Engines ...
Here's my save with mods (I skipped WaiTex because of it's size): https://www.dropbox.com/s/9o1t9ime4tigpig/bug.rar?dl=0
You will be next to a Assembling Machine that assembles Steam Engines ...
- Wed Sep 02, 2015 2:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] items with roboport can lock up during crafting
- Replies: 13
- Views: 15971
Re: [0.12.4] [kovarex] items with roboport can lock up during crafting
I'm experiencing this issue in 0.12.5, can anyone confirm?