Search found 8 matches

by Leopard1800
Thu Apr 25, 2019 11:58 am
Forum: Resolved Problems and Bugs
Topic: [0.17.32] Roboport train does not deploy robots in automatic mode
Replies: 4
Views: 4013

Re: [0.17.32] Roboport train does not deploy robots in automatic mode

I made a replay that demonstrates the issue, in it I take the steps I described in 1a.
Fast forward to about 60% to get to the action.
by Leopard1800
Wed Apr 24, 2019 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.32] Roboport train does not deploy robots in automatic mode
Replies: 4
Views: 4013

Re: [0.17.32] Roboport train does not deploy robots in automatic mode

I did search, but apparently not good enough. In case 1a the train is waiting at a station and I set it to manual. In case 2a I do the same but the cargo wagon has the "enable logistics while moving" enabled. So in the given save, disable the checkbox "enable logistics while moving&qu...
by Leopard1800
Wed Apr 24, 2019 3:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.32] Roboport train does not deploy robots in automatic mode
Replies: 4
Views: 4013

[0.17.32] Roboport train does not deploy robots in automatic mode

A train with roboport equipement from a mod such as BobsVehicleEquipment does not deploy robots under some conditions, while I expect it should: The logistic map overlay shows the green area, but no bots are deployed. Reproduction: (save file is included) Start a new map (with some vehicle equipment...
by Leopard1800
Fri Feb 08, 2019 3:25 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43233

Re: Friday Facts #281 - For a Few Frames More

Would it be possible to cache the sprite atlases to disk (in some GPU friendly format) after they have been made so that they can be loaded directly the next startup?

That way you can keep the .png files but also have the speed increase of not having to re-create atlases and transcode etc.
by Leopard1800
Fri Dec 07, 2018 1:30 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33018

Re: Friday Facts #272 - Mod GUI

Even if the game automatically syncs mods with the server, as soon as you play on two or more servers regularly you have to start the game, select the server and then restart again to sync the mods, every time you switch server / modpack. (And modded loading times can be looooong) Ideally you would ...
by Leopard1800
Fri Dec 07, 2018 12:28 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 33018

Re: Friday Facts #272 - Mod GUI

Will the new mods GUI support modpacks?
Currently I use the "--mod-directory" parameter in a shortcut but it's a hassle to manage and uses more space when the same mod is duplicated in multiple modpacks.
by Leopard1800
Fri Dec 15, 2017 3:43 pm
Forum: Resolved Problems and Bugs
Topic: [16.3] Crash on start on: "d3d_lock_region"
Replies: 15
Views: 8645

Re: [16.3] Crash on start

Same here too. According to Taskmanager there is 1.5GB VideoRAM still aviable and plenty of normal RAM too. Edit: In case it matters it's a ZIP install of 0.16 and updated with the updater to 16.1, 16.2 and then 16.3. Edit 2: Setting texture compression (from auto) to false seems to have fixed the i...
by Leopard1800
Mon Dec 19, 2016 5:15 pm
Forum: Resolved Problems and Bugs
Topic: [14.21] Attempt to clone armor with equipment grid
Replies: 1
Views: 1261

[14.21] Attempt to clone armor with equipment grid

When I put a power armor that has equipment inside, into the input of an assembler it gives a popup with "Attempt to clone armor with equipment grid" and an ok button wich returns to the main menu. This happens with mods but may be a vanilla problem. Steps to reproduce: 1: Get a mod that a...

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