An extension of the proposal is as follows;
A hacky solution is that the generation of the volcanic ash and magma trail is not needed when there are no player controlled entities.
Example of behavior where the blue boxed star represents a player structure, and red represents active worms with ...
Search found 58 matches
- Fri Nov 08, 2024 6:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 35
- Views: 12419
- Fri Nov 01, 2024 3:37 am
- Forum: Ideas and Suggestions
- Topic: Return 1.1 Server Favorite Sorting behavior
- Replies: 0
- Views: 113
Return 1.1 Server Favorite Sorting behavior
As the title suggests, since the 2.0 update the favorite behavior from 1.1 (favorites appear at the top) no longer exists.
Yes there is the new filter for favorited servers, however from a few discussions I have seen the 1.1 behavior is preferred as default.
Yes there is the new filter for favorited servers, however from a few discussions I have seen the 1.1 behavior is preferred as default.
- Sun Dec 25, 2022 6:41 pm
- Forum: Duplicates
- Topic: [1.1.74] Crash when syncing mods to save
- Replies: 1
- Views: 724
[1.1.74] Crash when syncing mods to save
I think this may be a duplicate of my previous report but it's *different* mod pack (still contains aai)
- Sun Dec 18, 2022 3:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Crash on mod sync "Mod has no ordering: AAI Industry."
- Replies: 3
- Views: 2204
Re: [1.1.74] Crash on mod sync "Mod has no ordering: AAI Industry."
No it was a one off when I was syncing mods
- Sun Dec 18, 2022 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Crash on mod sync "Mod has no ordering: AAI Industry."
- Replies: 3
- Views: 2204
[1.1.74] Crash on mod sync "Mod has no ordering: AAI Industry."
As the tile says
- Thu Aug 04, 2022 6:52 pm
- Forum: Ideas and Suggestions
- Topic: Make spidertons trigger mines when they step on a mine
- Replies: 0
- Views: 659
Make spidertons trigger mines when they step on a mine
As the title suggest, spiders do not currently trigger mines owned by a hostile force thus allowing them to simply walk across mine fields
I think that spidertrons should trigger mines they directly step on, instead of the proximity effect the mines have be default (see attached image)
I think that spidertrons should trigger mines they directly step on, instead of the proximity effect the mines have be default (see attached image)
- Mon Jul 11, 2022 8:07 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] Crash opening other players inventory: "Invalid slot index"
- Replies: 3
- Views: 2731
Re: [1.1.61] Crash opening other players inventory: "Invalid slot index"
This seems to be related to the space exploration's satellite mode, when the player you have open switches between safelight mode and regular mode there is different inventories and if you have hovering over a slot in their inventory when that happens that seems to cause the crash
- Sun Jul 10, 2022 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] Crash opening other players inventory: "Invalid slot index"
- Replies: 3
- Views: 2731
[1.1.61] Crash opening other players inventory: "Invalid slot index"
I opened another player's inventory gui and the game crashed
- Mon Jun 27, 2022 6:15 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Hmm, Boskid and i looked into this more and we found at least one way to trigger this issue.
Were you marking cliffs for deconstruction and then canceling them at any point?
Yes
You seem to be correct with the rampant fixed mod causing the issue swapping it out fixes the desyncs
I will ...
- Sun Jun 26, 2022 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
Looking into the crash report it's crashing due to a nullptr entry in a set of entities that can never be nullptr: every insertion is checked to not be nullptr. So, I have zero clue how this could ever happen.
The desyncs are around pollution being different. With the number of mods you have ...
- Sun Jun 26, 2022 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
No, we have not used a single mineRseding91 wrote: Sun Jun 26, 2022 2:36 pm By chance are you using landmines? There's a fix in rampant a month ago around them and i notice you are using rampant fixed which does not have that fix.
- Sun Jun 26, 2022 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
It has come to my attention that the logs may not contain the information that caused the desync / crash
Things that have been thought to cause the issue:
Building any entity / Mining any entity / Blueprinting / deconstructing
Things that have been thought to cause the issue:
Building any entity / Mining any entity / Blueprinting / deconstructing
- Sun Jun 26, 2022 1:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
- Sun Jun 26, 2022 1:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
Re: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
He was a client connected to the serverRseding91 wrote: Sun Jun 26, 2022 1:26 pmThis crash log doesn't contain a crash. Are you sure you uploaded the right log file?UpsideDownFoxxo wrote: Sun Jun 26, 2022 11:53 am Experiencing the same issue. No desync report since the server crashed before I could finish downloading
- Sun Jun 26, 2022 1:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
- Fri Jun 24, 2022 8:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
Re: [1.1.59] Desync into crash (ConstructionManager::save)
https://mega.nz/file/iXJ2Vbja#dR-W7lHOW ... CjU18CusTI
Here is a mega upload of the dysinc report
Here is a mega upload of the dysinc report
- Fri Jun 24, 2022 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
Re: [1.1.59] Desync into crash (ConstructionManager::save)
When I upload it to the forum the server validation fails, the full report is 140* MB
- Fri Jun 24, 2022 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
- Replies: 18
- Views: 4073
[1.1.59] - [1.1.61] Desync into crash (ConstructionManager::save)
When my friend (Joined, Linux) desyncs from what we think is packet loss my game crashes (Host, Windows)
I attached all logs that I think are relevant, if more information is necessary just say so as we get this crash fairly often so we can recreate the logs.
I attached all logs that I think are relevant, if more information is necessary just say so as we get this crash fairly often so we can recreate the logs.
- Tue Apr 12, 2022 11:44 am
- Forum: Pending
- Topic: [1.1.57] Server UI moves on auto refresh
- Replies: 1
- Views: 1258
[1.1.57] Server UI moves on auto refresh
On refresh (automatic) will reset the GUI's position making reading text challenging at higher GUI scales
- Fri Feb 04, 2022 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Add a search box to container GUI screens.
- Replies: 5
- Views: 1487
Search functionality to the GUI of chests.
TL;DR
The chest and other storage containers should be searchable.
What ?
The inventory of the player has a search functionality as shown in the image 3 with a minor discrepancy.
(Logistics trash slots as of 1.1.53)
I feel that this feature should also apply to chests and other similar ...
The chest and other storage containers should be searchable.
What ?
The inventory of the player has a search functionality as shown in the image 3 with a minor discrepancy.
(Logistics trash slots as of 1.1.53)
I feel that this feature should also apply to chests and other similar ...