Search found 27 matches
- Tue Apr 09, 2019 12:43 am
- Forum: Minor issues
- Topic: [0.12.20]Missing belt lines from mini-map
- Replies: 10
- Views: 11308
Re: [0.12.20]Missing belt lines from mini-map
The minimap is an important feature, it is a small quick to use version of the map. I hate having to open the map often to find my way around, especially when belts are missing from the minimap. I have a 4k screen, and honestly for certain users screen sizes you could fix it easily. In fact 1080p ...
- Mon Apr 01, 2019 12:00 am
- Forum: Minor issues
- Topic: [0.12.20]Missing belt lines from mini-map
- Replies: 10
- Views: 11308
Re: [0.12.20]Missing belt lines from mini-map
Please, just try and fix it.
I have a lot of pixels on my screen, so use them. If you need to make the minimap a few pixels wider to fix your issues, that would be acceptable.
I have a lot of pixels on my screen, so use them. If you need to make the minimap a few pixels wider to fix your issues, that would be acceptable.
- Wed Mar 28, 2018 8:58 pm
- Forum: Duplicates
- Topic: [0.16.35] Stuck in walls
- Replies: 1
- Views: 1070
[0.16.35] Stuck in walls
So I place walls. Sometimes it lets me place the wall over the character. I can remove the wall, but still it seems as though being able to place a wall over yourself and then get stuck, interrupting your wall building activity is undesired.
I tried my best to replicate the situation in this video ...
I tried my best to replicate the situation in this video ...
- Fri Mar 03, 2017 11:21 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 81451
Re: Friday Facts #180 - Map interaction
For god sakes, give us a fluids usage/ production graph.
- Sat Jan 07, 2017 10:18 am
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 26978
Re: Friday Facts #172 - Blending and Rendering
The actual rails are a bit thin as compared with the rest of the track/sleepers.
The junction points are also a bit unrealistic, like that + junction/diamond, the wheels would hit the cross rails on the way the image looks, there needs to be a gap so each side of the wheel can pass through.
The junction points are also a bit unrealistic, like that + junction/diamond, the wheels would hit the cross rails on the way the image looks, there needs to be a gap so each side of the wheel can pass through.
- Fri Dec 30, 2016 9:51 pm
- Forum: News
- Topic: Friday Facts #171 - So long 2016
- Replies: 37
- Views: 24991
Re: Friday Facts #171 - So long 2016
Please add Fluid Prod/usage Statistics page. Please lol. It can't be that hard.
- Sun Sep 25, 2016 12:24 am
- Forum: Won't fix.
- Topic: Sound Bug
- Replies: 1
- Views: 1472
Sound Bug
Well, I think its a bug. I don't think the intention of the dev's is to make someones ear bleed.
So when in a multiplayer game, when in some slow servers(bandwidth or otherwise) and lets say someone joins, it will make the game studder and lag. While an issue to be sure, but what it causes is when ...
So when in a multiplayer game, when in some slow servers(bandwidth or otherwise) and lets say someone joins, it will make the game studder and lag. While an issue to be sure, but what it causes is when ...
- Mon Sep 19, 2016 2:15 am
- Forum: Duplicates
- Topic: Crash [0.14.7]
- Replies: 1
- Views: 1428
Crash [0.14.7]
Crash log, happens in MP game. Server also appears to go unresponsive after this.
634.952 Joining game 104.155.26.125:34197
634.952 Info WindowsUDPSocket.cpp:61: Opening socket at port (0)
634.952 Info ClientMultiplayerManager.cpp:523: MapTick(-1) changing state from(Ready) to(Connecting)
635 ...
634.952 Joining game 104.155.26.125:34197
634.952 Info WindowsUDPSocket.cpp:61: Opening socket at port (0)
634.952 Info ClientMultiplayerManager.cpp:523: MapTick(-1) changing state from(Ready) to(Connecting)
635 ...
- Sat Jul 02, 2016 6:33 pm
- Forum: 1 / 0 magic
- Topic: *[12.35 -> 13.x] Slow download of map in MP
- Replies: 6
- Views: 3219
Re: *[12.35 -> 13.x] Slow download of map in MP
latency has a factor in the download speed. if your are very far away from the other person, it will slow the communication exchange.
- Sat Jul 02, 2016 6:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.3] Watched Achievements offscreen
- Replies: 1
- Views: 2476
[0.13.3] Watched Achievements offscreen
https://i.gyazo.com/37f71074c8fb8eca60ff50699ecfcdf8.png
How to reproduce:
Win the game/rocket launch (may or may not contribute)
Watch some achievements, such that you add more then your screen allows.
This brings up a slider bar, ones at the top slide up partially off screen, get an achievement ...
How to reproduce:
Win the game/rocket launch (may or may not contribute)
Watch some achievements, such that you add more then your screen allows.
This brings up a slider bar, ones at the top slide up partially off screen, get an achievement ...
- Sat Jul 02, 2016 6:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13] [kovarex] Game completion achievements do not register at Steam sometimes
- Replies: 17
- Views: 11501
Re: Game completion achievements do not register @Steam
I have this issue as well.
- Wed Jun 29, 2016 7:40 pm
- Forum: Duplicates
- Topic: [0.13.1] Research button on Automation 3 offscreen
- Replies: 1
- Views: 1115
[0.13.1] Research button on Automation 3 offscreen

The research button is off the screen, I can just see like 20 pixels of it, I might be able to click it, but this is some sort of bug.
- Mon Jun 27, 2016 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pending] Browse mods shows invalid times
- Replies: 6
- Views: 2565
[Pending] Browse mods shows invalid times
for 0.13.0
https://gyazo.com/7e91d75a7fd198991314195c70a4c4a1

The last updated times are invalid in the browse mods.
check for updates also does nothing.
https://gyazo.com/7e91d75a7fd198991314195c70a4c4a1

The last updated times are invalid in the browse mods.
check for updates also does nothing.
- Tue Jun 07, 2016 8:14 pm
- Forum: Mods
- Topic: [MOD 0.11.X] UndergroundBeltsExtended aka Belts+
- Replies: 16
- Views: 37034
Re: [MOD 0.11.X] UndergroundBeltsExtended aka Belts+
This does indeed work on 0.12.35 Probably all of 0.12
- Thu Dec 31, 2015 12:56 am
- Forum: Not a bug
- Topic: [0.12.20]Fog of war visibility / screen size
- Replies: 5
- Views: 15716
Re: [0.12.20]Fog of war visibility / screen size
I'm also trying to say that in my opinion, the exploration area should some what match the ratio of the screen. In my case, more rectangle.
- Wed Dec 30, 2015 6:17 pm
- Forum: Minor issues
- Topic: [0.12.20]Missing belt lines from mini-map
- Replies: 10
- Views: 11308
[0.12.20]Missing belt lines from mini-map
Not all belt lines appear on the mini-map in the upper right-hand corner.


- Wed Dec 30, 2015 6:09 pm
- Forum: Not a bug
- Topic: [0.12.20]Fog of war visibility / screen size
- Replies: 5
- Views: 15716
Re: [0.12.20]Fog of war visibility / screen size
I don't think you get what I mean. The map never marks the furthest portion of the ground you ever see as explored unless you get within a certain range, but by then you are already a tile or more further. It's basically exploring in a square, but the monitor size lets you see in a rectangle.
- Wed Dec 30, 2015 8:34 am
- Forum: Not a bug
- Topic: [0.12.20] Electric Pole & shift left click
- Replies: 3
- Views: 9523
Re: [0.12.20] Electric Pole & shift left click
I keep having to replace poles. Please devise a new keyboard shortcut for this feature, instead of co-opting an unrelated one to serve the need.
- Wed Dec 30, 2015 4:34 am
- Forum: Not a bug
- Topic: [0.12.20] Electric Pole & shift left click
- Replies: 3
- Views: 9523
[0.12.20] Electric Pole & shift left click
The shift right and left click functionality to copy assembler item creation between like assemblers, will effect electric poles in such a way that their wires disappear when you shift left click something from an assembler to the pole. I assume this is not a desired effect because copying an ...
- Tue Dec 29, 2015 10:25 pm
- Forum: Not a bug
- Topic: [0.12.20]Fog of war visibility / screen size
- Replies: 5
- Views: 15716
[0.12.20]Fog of war visibility / screen size
Related to the "Fog of war" Is what I believe it is called. So when you are walking you explore the map. I notice that it explores the map in a square, however having a 16:9 monitor, I can actually see (When zoomed out) farther on the left and right edges of the ground map, than the farthest edge of ...