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by Muche
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).
by Muche
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.
by Muche
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

Code: Select all

name = "vulcanus_starting_tungsten", -- don't use the slider for radius becuase it can make tungsten in the safe area
this seems deliberate.
by Muche
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 ...
by Muche
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.
by Muche
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?

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.
You need at least AM2 for barrels filling/emptying. Without fluoroketone and fusion power, reaching SSE will be extra hard.
by Muche
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

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.
Could you post a blueprint of the platform or the savefile?
by Muche
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.

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
Aren't Molecular decohesion techs from pyalienlife exactly that?
by Muche
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?
by Muche
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 ...
by Muche
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.
by Muche
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 ...
by Muche
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.
by Muche
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:

Code: Select all

/c game.player.game_view_settings.show_research_info=true
by Muche
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

meifray wrote: Mon Mar 10, 2025 6:27 pm how about § ?
as far as I know it is not a control character
Its character code is 167, so outside of ascii's 128.
󱤧

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