Search found 77 matches
- Sat Oct 17, 2020 9:34 am
- Forum: Duplicates
- Topic: [1.0.0] strange sound limiting behavior
- Replies: 1
- Views: 111
[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 an...
- Fri Aug 14, 2020 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] spidertron wrong name
- Replies: 3
- Views: 832
[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: 188
[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: 318
[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: 173
[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 the...
- 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: 446
[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: 569
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 effe...
- Fri May 29, 2020 10:25 am
- Forum: Not a bug
- Topic: [0.18.28] only 7 items on compressed belt
- Replies: 1
- Views: 144
[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 production. ...
- Sun Apr 12, 2020 5:38 pm
- Forum: Minor issues
- Topic: [0.18.18] Wrong train station glow
- Replies: 0
- Views: 236
[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: 674
[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+z to...
- Sun Mar 22, 2020 9:28 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 8711
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 shortcut bar the impo...
- Fri Mar 20, 2020 6:30 pm
- Forum: Logistic Train Network
- Topic: requested items out of bounds
- Replies: 5
- Views: 727
Re: requested items out of bounds

but it seems like it is fixed,
I didn't use the exact same train, but I tried all kind of 'out of bound' conditions, and there was no crash anymore.

- Fri Mar 20, 2020 12:35 pm
- Forum: Logistic Train Network
- Topic: requested items out of bounds
- Replies: 5
- Views: 727
requested items out of bounds
Error while running event LogisticTrainNetwork::on_train_changed_state (ID 23) Value (2147483648.000000) outside of range. The data type allows values from -2147483648 to 2147483647 in property tree at ROOT[4].count stack traceback: __LogisticTrainNetwork__/script/stop-update.lua:508: in function 'U...
- Sat Feb 08, 2020 9:20 am
- Forum: Not a bug
- Topic: [0.17.79] Uhh I don't know how placing Landfill Ghosts causes Biters to magically show up
- Replies: 9
- Views: 578
Re: [0.17.79] Uhh I don't know how placing Landfill Ghosts causes Biters to magically show up
I saw this happening a lot in my games,
never realised it's not a feature.
I always thought it was vanilla intended behavior to give te player a panelty for keep trying to build something near alien nests
never realised it's not a feature.
I always thought it was vanilla intended behavior to give te player a panelty for keep trying to build something near alien nests

- Wed Jan 15, 2020 6:47 pm
- Forum: Railway Setups
- Topic: Savefile for train testing
- Replies: 22
- Views: 9357
- Tue Jan 14, 2020 8:31 pm
- Forum: Railway Setups
- Topic: Savefile for train testing
- Replies: 22
- Views: 9357
Re: Savefile for train testing
do you have a savefile for 0.17 too?
because the creative mod doesn't work so all the creative stuff gets removed, and I have no idea how you connected your circuitry to it.
because the creative mod doesn't work so all the creative stuff gets removed, and I have no idea how you connected your circuitry to it.
- Tue Sep 10, 2019 8:23 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 861
- Views: 271372
Re: [MOD 0.14] AAI Programmable Vehicles
I think there is a bug while using the path remote controller and set a path. When the vehicle following the set path goes from it's last point to the first one in a loop, it will not avoid obstacles, even though when the option is set to 'always' use pathfinding. Instead it appears to use the optio...
- Thu Jun 27, 2019 4:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][0.17.52] [Minor] Deconstruction Planner: DP will not remove rails under trains, even when filtered on rails.
- Replies: 7
- Views: 2828
Re: [0.17.52] [Minor] Deconstruction Planner: DP will not remove rails under trains, even when filtered on rails.
I would like to suggest to treat rails and trains somewhat the same way as a assembler with modules in it. If you build them, first a robot goes there to place the assembler, then another one to insert the modules. If you select trains and rails with no filter, all gets a red cross, but the robots w...
- Sat Jun 15, 2019 4:08 pm
- Forum: Duplicates
- Topic: [1.17.49] crash while autosaving
- Replies: 1
- Views: 237
Re: [1.17.49] crash while autosaving
I investigated further, and noticed that it makes no difference if saving automated or manual. Somewhere within the map there are 2 trains colliding, and after that has happened, the game crashes when trying to save. The collision takes place 8 seconds around opening the above provided savegame. ( c...
- Sat Jun 15, 2019 1:20 pm
- Forum: Duplicates
- Topic: [1.17.49] crash while autosaving
- Replies: 1
- Views: 237
[1.17.49] crash while autosaving
I have no clue what is causing this crash, but I saved the game exactly 1 minute before my current autosafe will be triggered. I think this way it is easy reproducible because the ingame events will have the same timings. Steps to reproduce: 1) set your autosave interval to 1 minute 2) download my s...