Search found 7 matches
- Mon Jan 29, 2024 3:29 am
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 10
- Views: 1845
Re: Automatically / optionally update mods and exit
What's wrong with the current system, where you have to open up the mod menu and press a button to update mods and then you can either close or restart?
My pet peeve is that there is only one option after you update mods: restart. There is no quit option. I prefer to check for mod updates ...
- Sun Jan 28, 2024 12:44 am
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 10
- Views: 1845
Re: Automatically / optionally update mods and exit
I suppose the second point is more risky, the game could instead ask the users if they'd like to see the mod update menu to update mods before exiting.Illiander42 wrote: Sat Jan 27, 2024 6:17 pm Automatic updates are a bad thing.
Always know what updates you are applying, and why.
- Sat Jan 27, 2024 5:25 am
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 10
- Views: 1845
Automatically / optionally update mods and exit
TL;DR
Make mod updates more convenient by updating them before the game exits.
What ?
On the mod explorer: add a button next to the confirm button that installs/updates/enables/disables mods and exits the game instead of restarting it.
When the user exits from the game to the main menu ...
Make mod updates more convenient by updating them before the game exits.
What ?
On the mod explorer: add a button next to the confirm button that installs/updates/enables/disables mods and exits the game instead of restarting it.
When the user exits from the game to the main menu ...
- Wed Nov 25, 2020 10:18 pm
- Forum: Logistic Train Network
- Topic: Update for 1.1
- Replies: 4
- Views: 2644
Re: Update for 1.1
Will this cause problems when the mod is officially updated? Or will it just be replaced by the mod manager without incident?
- Sun May 03, 2020 4:25 pm
- Forum: Not a bug
- Topic: [0.18.21] Space between tooltips in crafting GUI makes them appear glitchy
- Replies: 1
- Views: 814
[0.18.21] Space between tooltips in crafting GUI makes them appear glitchy
When I hover over the recipe for "XYZ" in the crafting GUI, two tooltips appear, titled "XYZ (Recipe)" and "XYZ". There is a tiny space between the two tooltips. When there are other recipes under the tooltips, they show through the space, giving the appearance that the tooltips have glitched out ...
- Wed Mar 27, 2019 2:41 am
- Forum: Not a bug
- Topic: [0.17.21] [NOT A BUG, please move] Missing priority arrows on splitters
- Replies: 2
- Views: 1272
Re: [0.17.21] Missing priority arrows on splitters
Yes, my bad
I'll try to close this thread.

I'll try to close this thread.
- Wed Mar 27, 2019 12:30 am
- Forum: Not a bug
- Topic: [0.17.21] [NOT A BUG, please move] Missing priority arrows on splitters
- Replies: 2
- Views: 1272
[0.17.21] [NOT A BUG, please move] Missing priority arrows on splitters
NOT A BUG! I forgot about alt mode :(
Steps:
1) Start a new game (in sandbox mode so that you have immediate access to splitters)
2) Place a splitter
3) Change it's input or output priority. The arrows that usually indicate the priority will not appear in the world, but will appear in the splitter ...
Steps:
1) Start a new game (in sandbox mode so that you have immediate access to splitters)
2) Place a splitter
3) Change it's input or output priority. The arrows that usually indicate the priority will not appear in the world, but will appear in the splitter ...