Search found 6 matches

by Matrix_V
Tue Oct 29, 2024 4:03 pm
Forum: Minor issues
Topic: [2.0.12] Stale ghosts visible in map view (deconstructed/deconstructing/space/still) (MR)
Replies: 3
Views: 243

[2.0.12] Stale ghosts visible in map view (deconstructed/deconstructing/space/still) (MR)

In the attached save file, look at the space platform Defiance. On the main view while zoomed out, and on the map in the top right corner while zoomed in, there are two areas of construction ghosts that remain visible: a large pinkish/purplish rectangular region left of the platform hub, and a small...
by Matrix_V
Wed Feb 07, 2024 1:20 am
Forum: Technical Help
Topic: [1.1.104] High Gui render preparation time when using show-generated-chunks
Replies: 1
Views: 381

[1.1.104] High Gui render preparation time when using show-generated-chunks

Checking "show-generated-chunks" in the debug options increases my Gui render preparation time from 0.6 ms to 10-11 ms. Save file size is 274 MB.

show-generated-chunks enabled:
gui render prep 2.PNG
gui render prep 2.PNG (897.99 KiB) Viewed 381 times
show-generated-chunks disabled:
gui render prep 1.PNG
gui render prep 1.PNG (989.3 KiB) Viewed 381 times
by Matrix_V
Mon Dec 11, 2023 1:25 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.100] Crash in floatcast.hpp entering large constant in combinator
Replies: 2
Views: 5890

[Rseding91] [1.1.100] Crash in floatcast.hpp entering large constant in combinator

Steps to reproduce: - Place a constant combinator. - Click on the combinator to open the configuration GUI, then click on the first Output signals slot, then click on signal A. - Input a constant value of 9999999999999999999 (exactly 19 digits). - Press the green check mark. Expected behavior: - Sig...
by Matrix_V
Fri Nov 27, 2020 3:25 am
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 29897

Re: [MOD 0.16.x] NiceFill

Hi - would you make a much-appreciated update for 1.1 compatibility? :)
by Matrix_V
Wed May 09, 2018 2:09 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Crash when loading save: "Rail already connected"
Replies: 23
Views: 13300

Re: [0.16.41] Crash when loading save: "Rail already connected"

kovarex wrote:So this is fixed for 0.16.42
Thank you! Will our broken saves be usable?
by Matrix_V
Tue May 08, 2018 1:52 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.41] Crash when loading save: "Rail already connected"
Replies: 23
Views: 13300

Re: [0.16.41] Crash when loading save: "Rail already connected"

Same issue. Possibly relevant - in the few minutes before the save, I was repeatedly placing and then deconstructing a blueprint (rail / blue belt train loading station), with my personal construction bots flying around trying to follow whatever the most recent orders were at any given time. Similar...

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