Search found 1004 matches
- Wed Mar 12, 2025 9:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] [SA] Unable to set up forced drop-off on space platforms
- Replies: 5
- Views: 963
Re: [2.0.37] [SA] Unable to set up forced drop-off on space platforms
I believe the trash conditions are also re-checked when the hub inventory storage changes (an inserter puts an item in; interestingly enough it does not happen when an inserter takes an item out).
- Wed Mar 12, 2025 8:15 pm
- Forum: Modding help
- Topic: [2.0.39] How fixed?? It's a bug??
- Replies: 5
- Views: 317
Re: [2.0.39] How fixed?? It's a bug??
It seems the manual crafter has decided to favor your recipe for crafting an iron gear instead of the default one.
As there is no recipe for crafting your gear, an iron gear is not craftable as well.
Adding recipe. allow_as_intermediate = false will skip considering the recipe for manual crafting.
As there is no recipe for crafting your gear, an iron gear is not craftable as well.
Adding recipe. allow_as_intermediate = false will skip considering the recipe for manual crafting.
- Wed Mar 12, 2025 7:14 pm
- Forum: Bug Reports
- Topic: [2.0.39] Starting Tungsten Patch size not affected by size setting
- Replies: 3
- Views: 268
Re: [2.0.39] Starting Tungsten Patch size not affected by size setting
Based on the comment in planet-vulcanus-map-gen.lua
this seems deliberate.
Code: Select all
name = "vulcanus_starting_tungsten", -- don't use the slider for radius becuase it can make tungsten in the safe area
- Wed Mar 12, 2025 6:42 pm
- Forum: Ideas and Suggestions
- Topic: Initial Edit Box Focus
- Replies: 1
- Views: 99
Re: Initial Edit Box Focus
In some/most cases, the edit field is indeed being focused by default upon opening the Select signal dialog window.
However, depending on screen resolution / UI scale, it may happen that the dialog window is repositioned and the edit field loses the focus. See 126429 Inserter logistic connection ...
However, depending on screen resolution / UI scale, it may happen that the dialog window is repositioned and the edit field loses the focus. See 126429 Inserter logistic connection ...
- Wed Mar 12, 2025 4:53 pm
- Forum: Not a bug
- Topic: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
- Replies: 4
- Views: 235
Re: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
Not a bug.
Space Platform Starter logistic group (enabled on both platforms) contains a request for 50 Calcite from Nauvis.
If a platform requests something from a planet, it will not drop it down to the same planet.
Space Platform Starter logistic group (enabled on both platforms) contains a request for 50 Calcite from Nauvis.
If a platform requests something from a planet, it will not drop it down to the same planet.
- Wed Mar 12, 2025 4:28 pm
- Forum: Not a bug
- Topic: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
- Replies: 4
- Views: 235
Re: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
Please attach the savefile.
- Wed Mar 12, 2025 3:13 pm
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 35
- Views: 3123
Re: [Poll] Would you be happy to pay for more official planets and expansions?
You need at least AM2 for barrels filling/emptying. Without fluoroketone and fusion power, reaching SSE will be extra hard.quineotio wrote: Wed Mar 12, 2025 3:01 pm You should make a mod where you only unlock tier 2 assemblers and red belts after you get prometheum science.
- Wed Mar 12, 2025 3:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.15] Railgun is shooting other Railsguns
- Replies: 24
- Views: 6338
Re: [Lou] [2.0.15] Railgun is shooting other Railsguns
Could you post a blueprint of the platform or the savefile?Orum wrote: Wed Mar 12, 2025 3:01 pm I'm still seeing issues with this even on 2.0.39. I'm trying to get a recording of it happening, but it occurs rarely (and I'm not even sure exactly where on my platform it's happening), so it may take a bit.
- Wed Mar 12, 2025 2:46 pm
- Forum: Duplicates
- Topic: [2.0.39] Legendary Refined Concrete when put down and removed reverts to common
- Replies: 1
- Views: 160
- Wed Mar 12, 2025 2:41 pm
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 52
- Views: 18226
Re: Thanks, Py, and a couple of ideas.
Aren't Molecular decohesion techs from pyalienlife exactly that?Criperum wrote: Wed Mar 12, 2025 10:42 am Have you guys thought of adding https://en.wikipedia.org/wiki/Phytomining into Py? Sounds like an interesting way to mine some rare resources on specific planets. Or getting additional regular resources from slag
- Wed Mar 12, 2025 2:27 pm
- Forum: Ideas and Suggestions
- Topic: Cultivation Recipes should tell you it is always fresh. [2.0.4.1 SA]
- Replies: 1
- Views: 128
- Wed Mar 12, 2025 2:24 pm
- Forum: Implemented Suggestions
- Topic: Changing the order of tags under the mini-map by dragging
- Replies: 1
- Views: 134
- Tue Mar 11, 2025 10:31 pm
- Forum: Modding help
- Topic: Setting dependent character animations
- Replies: 3
- Views: 256
Re: Setting dependent character animations
Maybe the issue is that character.animations now has two references to pamk3-pamk4 - one next to power-armor-mk2, and one next to mech-armor?
- Tue Mar 11, 2025 9:52 pm
- Forum: Not a bug
- Topic: [2.0.39] Rare Thruster has oddly many decimals
- Replies: 4
- Views: 218
- Tue Mar 11, 2025 6:41 pm
- Forum: Releases
- Topic: Version 2.0.39
- Replies: 9
- Views: 8516
Re: Version 2.0.39
Something between .32 and this one was a breaking change for mods. I looked over the change log, but did not see anything listed about breaking compatibility.
Error ModManager.cpp:1758: Error while loading entity prototype "..." (unit): Missing filename in sound specification in property tree at ...
- Tue Mar 11, 2025 6:15 pm
- Forum: Technical Help
- Topic: Can't Load Multiplayer Save after update
- Replies: 1
- Views: 106
Re: Can't Load Multiplayer Save after update
Please attach logfile and savefile, see 52433.
- Tue Mar 11, 2025 6:12 pm
- Forum: Releases
- Topic: Version 2.0.39
- Replies: 9
- Views: 8516
Re: Version 2.0.39
I noticed that some symbols have been renewed and wanted to ask if there is a way to go back to the original ones because I have trouble recognizing them properly. I had no problems with the old design but I can recognize the new ones. I personally even think that the symbols have become smaller ...
- Tue Mar 11, 2025 3:04 pm
- Forum: Technical Help
- Topic: Multiple save corruptions
- Replies: 3
- Views: 245
Re: Multiple save corruptions
Welcome to the forum.
As ruk and rok contained the same savefile (i.e. 100% redundancy), it was easily possible to mix-and-match uncorrupted subfiles.
The resulting savefile then loaded without errors.
As ruk and rok contained the same savefile (i.e. 100% redundancy), it was easily possible to mix-and-match uncorrupted subfiles.
The resulting savefile then loaded without errors.
- Tue Mar 11, 2025 2:15 pm
- Forum: Technical Help
- Topic: Research progression tab disappeared
- Replies: 1
- Views: 133
Re: Research progression tab disappeared
Welcome to the forum.
Most likely a mod hid it.
You can get it back by running the following in the console:
Most likely a mod hid it.
You can get it back by running the following in the console:
Code: Select all
/c game.player.game_view_settings.show_research_info=true
- Mon Mar 10, 2025 7:33 pm
- Forum: Won't implement
- Topic: allow colon: used in prototpye name
- Replies: 3
- Views: 231
Re: allow colon: used in prototpye name
Its character code is 167, so outside of ascii's 128.meifray wrote: Mon Mar 10, 2025 6:27 pm how about § ?
as far as I know it is not a control character