Search found 86 matches
- Sun Dec 08, 2024 7:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] pipe to ground, build on empty space
- Replies: 3
- Views: 1328
[2.0.23] pipe to ground, build on empty space
This applies to: pipe to ground, and all four tiers of the underground belt.
- Sun Dec 08, 2024 7:00 pm
- Forum: Won't fix.
- Topic: [Pard][2.0.23] Achievement "make it better" not awarded
- Replies: 10
- Views: 1624
[2.0.23] achievement "make it better" not awarded
my corrent version of the game: 2.0.23
savefile:
https://file.io/W8fWit6XHdT9
https://easyupload.io/rio1g6 ( same file )
If I can reproduce, I don't know.
I probably have to delete all my steam achievements and start over.
On the platform the remote view is used to insert the modules, on Nauvis, I ...
savefile:
https://file.io/W8fWit6XHdT9
https://easyupload.io/rio1g6 ( same file )
If I can reproduce, I don't know.
I probably have to delete all my steam achievements and start over.
On the platform the remote view is used to insert the modules, on Nauvis, I ...
- Sun Dec 08, 2024 4:45 pm
- Forum: Won't fix.
- Topic: [Pard][2.0.23] Achievement "make it better" not awarded
- Replies: 10
- Views: 1624
[Pard][2.0.23] Achievement "make it better" not awarded
I made a space platform to mine asteroids dedicated to produce high quality iron plates.
So all the machines up there have quality modules mark 2 in them.
So now I want the same for copper plates on the ground.
And with the first machine I place a quality module mark 2 in I get awarded with the ...
So all the machines up there have quality modules mark 2 in them.
So now I want the same for copper plates on the ground.
And with the first machine I place a quality module mark 2 in I get awarded with the ...
- Thu Dec 05, 2024 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] pipe to ground, build on empty space
- Replies: 3
- Views: 1328
[Lou] pipe to ground, build on empty space
Most buildings give a floating error text "cannot build on empty space" when trying to do so.
Yet the entity "pipe to ground" won't, and it will be ghost-placed as if I was holding down shift.
Yet the entity "pipe to ground" won't, and it will be ghost-placed as if I was holding down shift.
- Mon Apr 26, 2021 8:01 pm
- Forum: Not a bug
- Topic: [1.1.32] rocket launch gives fish?
- Replies: 3
- Views: 2314
[1.1.32] rocket launch gives fish?
My rocket silo was set to auto launch with cargo, and I accidentally put my 1000 space science packs in it.
After the launch, space rewarded me with 100 fresh fish in the rocket inventory, is this intended?
After the launch, space rewarded me with 100 fresh fish in the rocket inventory, is this intended?
- Sun Mar 14, 2021 1:17 pm
- Forum: Not a bug
- Topic: [kovarex] [1.1.27] train stop limit not accepting 'enter'-key
- Replies: 2
- Views: 1506
[kovarex] [1.1.27] train stop limit not accepting 'enter'-key
In the train stop gui there is this checkbox to limit the trains that this stop will accept.
Checking it makes the text-field behind it available to typ in a limit.
Left-mouse button to activate the text-field and make it yellow.
Pressing 'enter' does not accept the input and doesn't make it grey ...
Checking it makes the text-field behind it available to typ in a limit.
Left-mouse button to activate the text-field and make it yellow.
Pressing 'enter' does not accept the input and doesn't make it grey ...
- Mon Mar 08, 2021 8:54 pm
- Forum: Not a bug
- Topic: [1.1.26] alert icon visible trough gui
- Replies: 2
- Views: 1528
[1.1.26] alert icon visible trough gui
When a construction ghost has no materials or robotsa to build them, you get an alert.
Hovering your mouse over it will show arrows on the screen edge, or the construction alert triangle icon on the specific ghost.
When having a blueprint in hand, and hovering your mouse over the alert and opening ...
Hovering your mouse over it will show arrows on the screen edge, or the construction alert triangle icon on the specific ghost.
When having a blueprint in hand, and hovering your mouse over the alert and opening ...
- Sun Mar 07, 2021 12:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] ghost power connection to power switch not always visible
- Replies: 1
- Views: 2482
[kovarex] [1.1.26] ghost power connection to power switch not always visible
Ghost_power_switch.png
I think the pictures show what I mean.
When blueprinting these entities and after that building them by hand to actually place them in the world, the order matters.
If building the poles first and the switch after, all goes well.
If building the swich first and the poles ...
I think the pictures show what I mean.
When blueprinting these entities and after that building them by hand to actually place them in the world, the order matters.
If building the poles first and the switch after, all goes well.
If building the swich first and the poles ...
- Sun Feb 14, 2021 4:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.21] color picker button cannot fully be pressed
- Replies: 1
- Views: 2446
[kovarex] [1.1.21] color picker button cannot fully be pressed
When opening a train stop window by clicking a train stop, in the top right corner there are 2 things.
The preview color of this specific train stop, and a button to change this color.
This button is not clickable over the entire area.
The upper 1/3 part of the button doesn't make it yellow when ...
The preview color of this specific train stop, and a button to change this color.
This button is not clickable over the entire area.
The upper 1/3 part of the button doesn't make it yellow when ...
- Sat Oct 17, 2020 9:34 am
- Forum: Duplicates
- Topic: [1.0.0] strange sound limiting behavior
- Replies: 1
- Views: 972
[1.0.0] strange sound limiting behavior
I was standing next to a lot of mining drones from Klonan's mining drone mod, and all these little guys make noise.
Then I shot an atomic bomb and it had no sound, that was really strange.
suggestion:
make some important sounds always play, like the artillery, atomic bomb, 1 locomotive, car, tank ...
Then I shot an atomic bomb and it had no sound, that was really strange.
suggestion:
make some important sounds always play, like the artillery, atomic bomb, 1 locomotive, car, tank ...
- Fri Aug 14, 2020 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] spidertron wrong name
- Replies: 3
- Views: 4440
[1.0.0] spidertron wrong name
I expected to see his name when hovering over him in his infoscreen on the right, or maybe on the mapview like showing player names.
- Sun Jul 19, 2020 3:00 pm
- Forum: Not a bug
- Topic: [0.18.36] pause game and change research queue
- Replies: 1
- Views: 1294
[0.18.36] pause game and change research queue
I'm in single player, no mods effecting the research queue, but I did allow queuing research from the start in the game options.
1- first open the technology tree.
2- put the game in pause with shift+space.
3- start, cancel or change some research in the queue
1- first open the technology tree.
2- put the game in pause with shift+space.
3- start, cancel or change some research in the queue
- Sun Jun 28, 2020 9:43 am
- Forum: Duplicates
- Topic: [0.18.34] walking on belt, grass particles
- Replies: 1
- Views: 1746
[0.18.34] walking on belt, grass particles
minor esthetics bug
when walking on a belt, the player still pops up grass from under his feet.
when walking on a belt, the player still pops up grass from under his feet.
- Sun Jun 28, 2020 9:04 am
- Forum: Not a bug
- Topic: [0.18.34] time usage behind buttons
- Replies: 2
- Views: 1392
[0.18.34] time usage behind buttons
Some mods have buttons on the screen in the left upper corner, which cannot be hided ( or only partionally ).
When using 'F4' to show the games timings, the first lines are behind those buttons.
timings behind buttons.png
( the list would be a whole lot longer, but the screenshot would be bigger ...
When using 'F4' to show the games timings, the first lines are behind those buttons.
timings behind buttons.png
( the list would be a whole lot longer, but the screenshot would be bigger ...
- Sat Jun 27, 2020 3:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [twinsen][0.18.34] map tag 'enter' not working
- Replies: 1
- Views: 2359
[twinsen][0.18.34] map tag 'enter' not working
when placing a tag on the map without giving it a name, but only giving it an icon, you can not confirm the box by pressing the 'enter' key because the name field is not selected.
- Tue Jun 16, 2020 12:11 pm
- Forum: Modding interface requests
- Topic: Applying doppler effect to sounds emanating from trains
- Replies: 2
- Views: 2155
Re: Applying doppler effect to sounds emanating from trains
I happend to notice the doppler effect when walking bij de laserbeams from Klonan's construction drones mod.
And I wondered if it was my imagination.
Turned out that it was not.
The only mention of it that I could find is in the update notes of version 0.18.2
The ability to turn off the Doppler ...
And I wondered if it was my imagination.
Turned out that it was not.
The only mention of it that I could find is in the update notes of version 0.18.2
The ability to turn off the Doppler ...
- Fri May 29, 2020 10:25 am
- Forum: Not a bug
- Topic: [0.18.28] only 7 items on compressed belt
- Replies: 1
- Views: 972
[0.18.28] only 7 items on compressed belt
belt_problem.png
there should be 8 items on the upper belt instead of 7.
the upper belt is reading items on it and the lower belt only let them pass as the upper belt is full ( 8 items )
this way the Kovarex process always has enough dark uranium before letting the extra go to munition ...
there should be 8 items on the upper belt instead of 7.
the upper belt is reading items on it and the lower belt only let them pass as the upper belt is full ( 8 items )
this way the Kovarex process always has enough dark uranium before letting the extra go to munition ...
- Sun Apr 12, 2020 5:38 pm
- Forum: Minor issues
- Topic: [0.18.18] Wrong train station glow
- Replies: 0
- Views: 1075
[0.18.18] Wrong train station glow
when a train station is disabled by circuit or logistic logic, it flashes a red light.
at night the red light glows, but the glow is yellow.
at night the red light glows, but the glow is yellow.
- Fri Apr 10, 2020 8:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.18] modules in blueprint disappearing (Undo doesn't re-create "deconstructed" module requests)
- Replies: 1
- Views: 3411
[kovarex] [0.18.18] modules in blueprint disappearing (Undo doesn't re-create "deconstructed" module requests)
I have this situation:
modules.png
all assambling machines ask for 4 speed modules which I do not have right now.
there is only 1 that has already 1 speed module ( down left corner above the text 'unit' ).
I deleted all this stuff with the use of ctrl+x.
after all robot's were gone, I used ctrl ...
modules.png
all assambling machines ask for 4 speed modules which I do not have right now.
there is only 1 that has already 1 speed module ( down left corner above the text 'unit' ).
I deleted all this stuff with the use of ctrl+x.
after all robot's were gone, I used ctrl ...
- Sun Mar 22, 2020 9:28 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 21303
Re: Version 0.18.14
I cannot import BP files anymore as the dedicated tabs / buttons are missing
You can import BP strings using "Import string" from the shortcut bar. But I would prefer the Imput string button back in the BP GUI.
thanks - the bug was on me - I found that in my my settings to the ...