Search found 12 matches
- Fri Nov 22, 2024 1:31 pm
- Forum: Bug Reports
- Topic: [2.0.21] Crash loading Space Age save with different mods (CargoPod::onDestinationSet)
- Replies: 0
- Views: 72
[2.0.21] Crash loading Space Age save with different mods (CargoPod::onDestinationSet)
With the pyblock suite enabled + elevated rails, trying to load a savegame which was saved with "vanilla" space age mods and instead of synching mods, trying to load it directly, crashed the game. Last game message shown is "Running entity setup sa" at around 25%. Of course I wou...
- Thu Nov 14, 2024 8:11 pm
- Forum: Bug Reports
- Topic: Mods "Update selected" button not reset correctly
- Replies: 0
- Views: 79
Mods "Update selected" button not reset correctly
Clicking on "update selected" for some (long enough) list of mods, then pressing the cancel button keeps the update button greyed out instead of re-enabling it. You have to press refresh/re-enter the mods window for it to be enabled again to be able to update the remainder.
- Thu Nov 07, 2024 7:30 am
- Forum: Bug Reports
- Topic: [2.0.11][windows] Black text leaving yellow highlight boxes on mod update screen
- Replies: 1
- Views: 151
Re: [2.0.11][windows] Black text leaving yellow highlight boxes on mod update screen
I caught that: Had the HighTech mod selected, after the first mod was updated, the text for it got black, the selection stayed in the location (like an old reported issue that is marked as won't fix). The black text of the previously selected mod is new though. 11-07-2024, 08-26-17.png Also, could y...
- Tue Nov 05, 2024 9:03 pm
- Forum: Duplicates
- Topic: [2.0.14] Selection screen canceled when ghost entity is fulfilled
- Replies: 2
- Views: 144
Re: [2.0.14] Selection screen canceled when ghost entity is fulfilled
Bot placement while editing ghost logistic connection's enable condition also closes the window for the item filter while the logistic connection "attached window" stays.
- Tue Nov 05, 2024 8:09 pm
- Forum: Bug Reports
- Topic: [2.0.15] Super force build on belt ignores planned upgrade
- Replies: 0
- Views: 76
[2.0.15] Super force build on belt ignores planned upgrade
Using upgrade planner on belt, then trying to super force a machine does not choose the to be upgraded version of the underground belt. I would expect that to be similar to how when you will use pick on the belt to get red belt. May not be classified as a bug, still unexpected. 11-05-2024, 21-04-10....
- Tue Nov 05, 2024 7:39 pm
- Forum: Not a bug
- Topic: 2.0.11 - Fluid system
- Replies: 9
- Views: 545
Re: 2.0.11 - Fluid system
Maybe related or another thing: After rotating the electromagnetic plants, I wanted to let them finish using up the liquid, but the fluid in the machine never decreased as if the pipe is still connected. This is on version 2.0.15 11-05-2024, 20-36-38.png After removing the two underground pipes next...
- Fri Oct 25, 2024 3:17 pm
- Forum: Duplicates
- Topic: [2.0.10] Holding control hides building area
- Replies: 1
- Views: 61
[2.0.10] Holding control hides building area
When having e.g. stone bricks in hand and pressing the control key, the building area is hidden (wrongly?). This did work with 1.x and is really unfortunate as I had the in-/decrease building size controls mapped to control+mouse wheel to choose the size much quicker. All other controls containing &...
- Fri Dec 04, 2020 3:19 pm
- Forum: Duplicates
- Topic: [1.1.5] Trains in same blueprint connect after pasting
- Replies: 1
- Views: 837
[1.1.5] Trains in same blueprint connect after pasting
When making a blueprint containing two trains that are close to each other, they get connected after pasting the blueprint. Expected (user) behavior is that there are still two trains after the paste, not one long connected one. trains-before.png Shows how the trains are before. It didn't feel right...
- Fri Nov 27, 2020 7:22 pm
- Forum: Implemented Suggestions
- Topic: Underground belts and ghost belts
- Replies: 10
- Views: 3529
Re: Underground belts and ghost belts
A nice thing for the automatic rotating underground belt could be that it is not rotated when the ug belt is dragged orthogonal to the belt direction, so you can still e.g. place all 4-8 lanes of one side, then rotate manually and place the other side. I really prefer the way that you could do that...
- Tue Oct 20, 2020 6:32 pm
- Forum: Modding help
- Topic: Get the mouse hovered entity when blueprint is hold
- Replies: 3
- Views: 1252
Re: Get the mouse hovered entity when blueprint is hold
Thanks. I thought about the tick - while deleting the blueprint isn't a problem (I want to set a blueprint up myself, so won't change it back to the original), I don't think this will work in multiplayer as I don't think that the entity under cursor will be set in the next tick then. But I might be ...
- Fri Oct 16, 2020 3:58 pm
- Forum: Modding help
- Topic: Get the mouse hovered entity when blueprint is hold
- Replies: 3
- Views: 1252
Get the mouse hovered entity when blueprint is hold
I'm trying to get the hovered entity when the player presses a key. Using player.selected works just fine, except in the case when the player holds a blueprint (and an entity in the blueprint is under the cursor). Then player.entity will not be set. Is there a way to get the entity when the player i...
- Sat Apr 27, 2019 8:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.34] KoS online stress test- game crash when connecting
- Replies: 4
- Views: 1839
Re: 0.17 - KoS online stress test- game crash when connecting
I had a crash myself as well when connecting for the first time. Unfortunately I didn't store the log, but the crashdump is still here