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?
Search found 82 matches
- Mon Apr 26, 2021 8:01 pm
- Forum: Not a bug
- Topic: [1.1.32] rocket launch gives fish?
- Replies: 3
- Views: 1444
- 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: 1090
[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 ag...
- Mon Mar 08, 2021 8:54 pm
- Forum: Not a bug
- Topic: [1.1.26] alert icon visible trough gui
- Replies: 2
- Views: 1122
[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 t...
- 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: 1853
[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 afte...
- 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: 1792
[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 hov...
- Sat Oct 17, 2020 9:34 am
- Forum: Duplicates
- Topic: [1.0.0] strange sound limiting behavior
- Replies: 1
- Views: 649
[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: 3573
[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: 897
[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: 1306
[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: 975
[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: 1730
[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: 1553
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: 649
[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: 835
[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: 2755
[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: 17266
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 ba...
- Fri Mar 20, 2020 6:30 pm
- Forum: Logistic Train Network
- Topic: requested items out of bounds
- Replies: 5
- Views: 2334
Re: requested items out of bounds
I'm always doing strange stuff,
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.
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: 2334
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: 2297
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: 17720