Search found 1189 matches
- Tue Aug 27, 2019 5:57 pm
- Forum: Not a bug
- Topic: [0.17.66] misleading error message when trying to use the temporary train destination
- Replies: 15
- Views: 3439
Re: [0.17.66] misleading error message when trying to use the temporary train destination
@ Mooncat , ????? from my first post: Why give a message of "no route" if you are in map mode? I would expect no message at all as is normal when you click somewhere and the click is useless... or a message like "you must be in the train window to do that" if you want to help ne...
- Tue Aug 27, 2019 1:50 pm
- Forum: Not a bug
- Topic: [0.17.66] misleading error message when trying to use the temporary train destination
- Replies: 15
- Views: 3439
Re: [0.17.66] misleading error message when trying to use the temporary train destination
@ boskid , no, that is not the case, my trains go only forward... and anyway, after I learned the right way of using this feature the train goes where I want!!! the problem is not that something doesn't work, it's that if you use it incorrectly it gives a message that is misleading... I think you s...
- Wed Aug 21, 2019 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.66] Items spill from player inventory with the combined use of construction robots, modules and beacons
- Replies: 1
- Views: 2234
[Twinsen][0.17.66] Items spill from player inventory with the combined use of construction robots, modules and beacons
Bug Items in character's inventory can spill to ground when player insert modules to a beacon while personal construction robots keep trying to insert items (from deconstructed entities) and go back to character when the inventory is already full. Environment Vanilla 0.17.66. Steps to reproduce Tur...
- Fri Aug 09, 2019 6:43 pm
- Forum: Duplicates
- Topic: [0.16?] Pump-to-rail graphical artifacts if rail is at north
- Replies: 2
- Views: 1379
- Thu Aug 08, 2019 7:54 pm
- Forum: Duplicates
- Topic: [0.16?] Pump-to-rail graphical artifacts if rail is at north
- Replies: 2
- Views: 1379
[0.16?] Pump-to-rail graphical artifacts if rail is at north
Bug There are graphical artifacts on the pumps that are connecting a rail at north when they are idle. Pump-to-rail-graphics-artifacts.png The shadow on the rail indicating something is missing. My graphics settings if they matter: Pump-to-rail-graphics-artifacts-settings.png Version I noticed this...
- Fri Jun 28, 2019 7:08 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26342
Re: Friday Facts #301 - Crash site: First state
The design is more based in the (yet unshown) redesign of the assembling machines Now you have mentioned assembling machines. I really really really hope that you can add the ability to turn assembling machines on/off via circuit network. We can turn off miners now, why not assembling machines? Als...
- Thu Jun 06, 2019 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.2] Electric Miner doesn't show expecting resources
- Replies: 5
- Views: 3424
- Thu Nov 22, 2018 1:55 pm
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 43190
Re: If it's not a feature - it's maybe a Bug ?
Hi Yuoki, I have played your awesome mods in 0.14, and I have just got my time to start a game in 0.16 with your mods again. But I noticed something. Do the Fatmice Cycle Engine and Owner's Monument still reduce pollution, like what they did in 0.14? It seems they are not working in my 0.16 save. :?...
- Wed Nov 21, 2018 6:53 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 120035
Re: Feedback
Hi Bob, I just started my first game with your mods and I finally why they are so famous. :P But there is one thing bugging me now. The artillery projectiles in Bob's Warfare 0.16.7 don't reveal map like the vanilla one. This is sad when you cannot see the aliens far away die in pain. Surprised that...
- Mon Dec 18, 2017 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16] Artillery shell shadow mismatches turret shadow
- Replies: 9
- Views: 4482
[posila][0.16] Artillery shell shadow mismatches turret shadow
Bug: The shadow of artillery shell doesn't match the shadow of the artillery turret that shot the shell. Steps to reproduce: 1) Start a game. 2) Place an artillery turret and give it some artillery shells. 3) (Optional) Slow the game down with /c game.speed = 0.1 4) Use artillery targeting remote to...
- Mon Dec 18, 2017 1:45 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387877
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Holy.... I didn't expect 0.16 can be released so soon. I'm still busy, so I can't guaranteer when I can release updates of my mods. I tried to send you a few bucks to your Paypal in the first post since I use your mod and wanted to show my appreciation. Unfortunately, I get an error when sending an...
- Thu Dec 14, 2017 3:57 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387877
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Holy.... I didn't expect 0.16 can be released so soon. I'm still busy, so I can't guaranteer when I can release updates of my mods. Feel free to takeover it if anyone can't wait. :( Edit: I meant create a new mod based on this one, so I can come back at anytime. :P Creative Mode instant-deconstructi...
- Fri Dec 01, 2017 9:19 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 84989
Re: Friday Facts #219 - Cliffs
It is the most exciting feature in 0.16!
Now we need enemies that will ignore the cliffs, e.g. flying aliens.
Now we need enemies that will ignore the cliffs, e.g. flying aliens.
- Tue Nov 21, 2017 1:48 pm
- Forum: Implemented in 2.0
- Topic: make assembly machines wireable
- Replies: 17
- Views: 8813
Re: make assembly machines wireable
+1 for making assembly machines connectable with wires, even if it is just for turning them on/off.
By connecting them with wires, mods can do more interesting things based on the signals in the connected circuit network.
By connecting them with wires, mods can do more interesting things based on the signals in the connected circuit network.
- Tue Nov 21, 2017 1:44 pm
- Forum: Modding interface requests
- Topic: on_wire_placed
- Replies: 10
- Views: 3881
Re: on_wire_placed
Automatically refill wire once you have used one.Rseding91 wrote:What's the utility of such an event?
Player used a wire -> on_wire_placed -> mod inserts a wire to the player.
Or it should be named on_player_placed/used/connected_wire for consistency.
- Tue Nov 21, 2017 1:25 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387877
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
== Bug Spotted == Object: Creative Chest Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD. Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing. Could be another mods reason, but i honestly don't think so. I can prov...
- Tue Nov 21, 2017 3:23 am
- Forum: Resolved Problems and Bugs
- Topic: [15.37] Exception when calling script.raise_event
- Replies: 22
- Views: 7514
Re: [15.37] Exception when calling script.raise_event
Ye, I know.. I'm just a bit frustrated because I can't figure it out, that's all :) Bleh. I'm frustrated too now because i was actually stupid enough to waste lots of time on doing your work. a) Downloading a huge modpack from a hosting service that is too fucking broken to show the file size befor...
- Tue Nov 21, 2017 2:56 am
- Forum: Implemented mod requests
- Topic: Function for focusing a GUI element
- Replies: 16
- Views: 7069
Re: Function for focusing a GUI element
Many thanks.Rseding91 wrote:Ok, I've added a focus() function to LuaGuiElement for 0.16.
- Tue Nov 21, 2017 2:53 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387877
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
== Bug Spotted == Object: Creative Chest Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD. Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing. Could be another mods reason, but i honestly don't think so. I can prov...
- Fri Oct 13, 2017 7:59 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 64160
Re: Friday Facts #212 - The GUI update (Part 1)
My eyes don't deserve that.