Search found 13 matches

by KuboS0S
Thu Sep 19, 2019 3:36 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 33346

Re: Version 0.17.69

Nice
by KuboS0S
Fri Mar 01, 2019 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Switching to map view while holding a placeable item renders it invisible (at the mouse cursor)
Replies: 1
Views: 1901

[0.17.4] Switching to map view while holding a placeable item renders it invisible (at the mouse cursor)

TLDR: this bug is reproducible by equipping a placeable item while hovering over the world (any part of the world, in normal player view or zoomed-in map view), which hides the item and shows the entity, and then returning to the large-scale map. The item remains hidden, but no entity shows (obvious...
by KuboS0S
Fri Mar 01, 2019 7:54 am
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Crash when loading a save (this->innerEntity->buildabilityCheck)
Replies: 4
Views: 1786

Re: [0.17.2] Crash when loading a save (Error Util.cpp:97: Unexpected error occurred)

The EntityGhost error might be related to a ghost pipe in the world that can't be filled in because both sides have different fluids, and a construction bot was actively trying to fill it (hovering over the pipe ghost like when it would try to fill a ghost in an obstructed place).
by KuboS0S
Thu Feb 28, 2019 8:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Crash when loading a save (this->innerEntity->buildabilityCheck)
Replies: 4
Views: 1786

Re: [0.17.2] Crash when loading a save (Error Util.cpp:97: Unexpected error occurred)

Issue persists in 0.17.3, but with slightly different errors:

Error EntityGhost.cpp:577: Can't connect systems with different fluids
Error Util.cpp:97: Unexpected error occurred.

The save file can be the same one as at the top I think, but here's my current version too.
by KuboS0S
Wed Feb 27, 2019 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Crash when loading a save (this->innerEntity->buildabilityCheck)
Replies: 4
Views: 1786

[0.17.2] Crash when loading a save (this->innerEntity->buildabilityCheck)

I have started a fresh game when 0.17 came out. I last saved the game in 0.17.1, updated to 0.17.2, and when opening the save again, it crashed with an error message box. The save still opens correctly in 0.17.1 (after downgrade). I left the last error line in the title (in case it helps). The file ...
by KuboS0S
Thu Dec 21, 2017 1:37 pm
Forum: Not a bug
Topic: [0.16.6] Train stops immediately when switched to Automatic
Replies: 5
Views: 1874

Re: [0.16.6] Train stops immediately when switched to Automatic

I re-recorded it into webm, so here it is. (I hope it works, it doesn't want to show up when I preview it.)

by KuboS0S
Thu Dec 21, 2017 1:23 pm
Forum: Not a bug
Topic: [0.16.6] Cannot insert items if the main inventory is full
Replies: 5
Views: 1861

[0.16.6] Cannot insert items if the main inventory is full

I tried crafting a few Pipes to ground, and for some reason, the pipes wouldn't finish crafting when I had all main inventory slots full and all stacks of pipes in the hotbar full or 1 item from a total multiple of 50. I tested this and it applies to others (most likely all) items. The game prioriti...
by KuboS0S
Wed Dec 20, 2017 1:46 pm
Forum: Not a bug
Topic: [0.16.6] Train stops immediately when switched to Automatic
Replies: 5
Views: 1874

[0.16.6] Train stops immediately when switched to Automatic

I have been using a method to approach a train station backwards by driving back in Manual mode and switching to Automatic mode when behind the station. This worked fine in 0.15, where the train slowed down from the backwards movement and then started going forward, but in 0.16 it immediately stops ...
by KuboS0S
Wed Dec 13, 2017 9:19 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.0] Unable to select entities after alt-tab (caused by overwolf)
Replies: 16
Views: 5698

Re: [16.0] Unable to select entities after alt-tab

Sorry, I forgot about it, coming right up! I tested the alt-tab issue a few times, it consistently happens when I switch to another window and back, but returns to normal after the Fullscreen option is checked/unchecked in the Graphics settings. As for the other issue related to the game freeze, I r...
by KuboS0S
Wed Dec 13, 2017 8:46 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.0] Unable to select entities after alt-tab (caused by overwolf)
Replies: 16
Views: 5698

[Rseding91] [16.0] Unable to select entities after alt-tab (caused by overwolf)

Alt-tabbing from the game and back prevents entities from being selected (the yellow bounds outline doesn't appear) and clicked - mining doesn't work, opening entity inventories/GUIs doesn't work, entities do not respond to clicks. Changing the window to fullscreen or windowed fixes this (until I al...
by KuboS0S
Sat May 13, 2017 2:17 pm
Forum: Not a bug
Topic: Incorrect texture while blueprinting Centrifuges
Replies: 2
Views: 1073

Re: Incorrect texture while blueprinting Centrifuges

Alright, thanks for that! I was not able to figure it out because it cost so much and it never happened anywhere else. Maybe add a notification to the Blueprint GUI like "Not all recipes unlocked"?
by KuboS0S
Sat May 13, 2017 8:26 am
Forum: Not a bug
Topic: Incorrect texture while blueprinting Centrifuges
Replies: 2
Views: 1073

Incorrect texture while blueprinting Centrifuges

I recently tried to use my blueprint of a simple Kovarex Enrichment setup, and the texture seems to be missing the green channel entirely. I assume that this is caused by overlaying the centrifuge afterwards with a "green radiation" texture, which makes it look normal, but that does not ha...
by KuboS0S
Fri May 05, 2017 4:13 pm
Forum: Won't fix.
Topic: [0.15.7] [minor] Marked-for-deconstruction belts overlap
Replies: 1
Views: 1110

[0.15.7] [minor] Marked-for-deconstruction belts overlap

I have noticed that when belts (any belt-related entity of any tier) are marked for deconstruction with other still functional belts behind/in front of them, they overlap in a weird way. In this picture I made the running belts yellow, as it's easier to see with a still picture. However, this applie...

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