Search found 355 matches
- Fri Jan 24, 2020 6:05 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 42582
Re: Make save game overwrites less dangerous
I mean you should try it later (1-2 months) again and explain in detail why you think it’s a bug.
I see no point in doing that if each time it has been attempted over the course of three years, those reports have been immediately shot down by moderators. It’s entirely possible that a dev has ...
- Fri Jan 24, 2020 5:38 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 42582
Re: Make save game overwrites less dangerous
I tried submitting another bug . It was immediately moved to duplicates without explanation, even though there is no other active bug report about this issue.
Bad timing? (Version 0.18....) I won’t excuse that but maybe it’s that?
I patiently waited for 0.18, confirmed the issue still ...
- Thu Jan 23, 2020 4:24 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 42582
Re: Make save game overwrites less dangerous
Since it's been 3 years and we hit yet another major release with this glaring issue still present, I tried submitting another bug . It was immediately moved to duplicates without explanation, even though there is no other active bug report about this issue. Either the mods are getting in the way of ...
- Wed Jan 22, 2020 3:02 pm
- Forum: Duplicates
- Topic: [0.18.0] First save of new game defaults to name of most previous save
- Replies: 1
- Views: 1026
Re: [0.18.0] First save of new game defaults to name of most previous save
Unsure why this was moved to duplicates as there does not appear to be another active report on this bug...?
- Wed Jan 22, 2020 2:03 am
- Forum: Duplicates
- Topic: [0.18.0] First save of new game defaults to name of most previous save
- Replies: 1
- Views: 1026
[0.18.0] First save of new game defaults to name of most previous save
Steps to reproduce:
- Have an existing recent save.
- Create a new game.
- Attempt to save the map.
- Note that the default name is the most recent save.
- If using the default by reflex, cringe that you overwrote your last save of your previous map.
Solution:
- The first save of a new game should ...
- Have an existing recent save.
- Create a new game.
- Attempt to save the map.
- Note that the default name is the most recent save.
- If using the default by reflex, cringe that you overwrote your last save of your previous map.
Solution:
- The first save of a new game should ...
- Sat Jan 18, 2020 10:10 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 42582
Re: Make save game overwrites less dangerous
This seems more like an issue that Valve (or any other backup service that people might use) should handle, not Wube ?
What is the Steam game sync maximum these days ? Can you increase/decrease it ?
It’s 1GB per game IIRC, but it’s easy to blow through that with just a few large bases if they ...
- Sat Jan 18, 2020 9:49 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 42582
Re: Name of auto save files
Summary
Playing different scenarios overwrites the auto save file.
The purpose of an auto save is to protect you from things that happened before you were able to save, meaning recent history, and the user would then reload that more recent save instead of their older manual save once ...
- Sat Jan 18, 2020 4:09 am
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 51547
Re: Friday Facts #330 - Main menu and File Share Shenanigans
You realize RAID 5 has been obsolete for years now?
Sorry, but no. Wube was (and likely still is) using a 4 disk array, and RAID 5 is just fine for that purpose, especially if there is a backup. RAID 5 is still typically the default for most 3-4 disk home / small business NAS solutions. Agreed on ...
Sorry, but no. Wube was (and likely still is) using a 4 disk array, and RAID 5 is just fine for that purpose, especially if there is a backup. RAID 5 is still typically the default for most 3-4 disk home / small business NAS solutions. Agreed on ...
- Fri Jan 17, 2020 6:18 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 51547
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Your QNAP was fine, as is OpenZFS (I doubt you're running the proprietary ZFS branch - that's what Linus has the issue with, btw), but any 'storage thing' should be treated as a black box that can fail. If you replaced your single QNAP with a single Linux box running OpenZFS, then you are no better ...
- Wed Dec 18, 2019 6:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.79] Belts speeds over 2 digit items/s show as exponents
- Replies: 3
- Views: 3753
[Twinsen] [0.17.79] Belts speeds over 2 digit items/s show as exponents
Belts with 3/4 digit speeds should not display as x.xe+0.x items/s. The non-exponent display takes less screen space and is much easier to read.
Example:

Example:

- Wed Dec 18, 2019 6:42 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 42582
Re: Make save game overwrites less dangerous
This seems like a "please Mr. Dev save me from my own mistakes" kind of thread. Carelessness can be overcome. If you can manage to build a viable factory in this complicated game, you are smart enough to be careful with your save filenames.
The thread started with the issue that a new game's ...
- Mon Dec 09, 2019 4:08 pm
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 3573
Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Which report? I can try and replicate whatever they might have been doing to trigger.
Either way, I'll continue to monitor and report back either way once on whichever version that might address the root cause.
- Fri Dec 06, 2019 7:18 pm
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 3573
Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod
I have replicated this again on another pair of saves with minimal changes between saves. Still unsure of the specific action that is triggering the issue.
- Thu Dec 05, 2019 8:31 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 42582
Re: Make save game overwrites less dangerous
I think the reason this has not been fixed is that everyone wants to reinvent the wheel. The root cause of this thread was that the save dialog defaults to the most recent saved game, so when someone starts a new game, their first save attempt will by default attempt to overwrite their most recent ...
- Thu Dec 05, 2019 7:43 pm
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 3573
Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod
I was able to replicate this again under 0.17.79. Attached is a pair of saves. In the first, the creative mod button functions normally. In the second, it is broken and fails to open the menu. Not much changed between both saves (all mods are on the same revision, minimal map changes, etc). The only ...
- Fri Nov 15, 2019 3:01 pm
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 3573
Re: [0.17.77] Mod menu button breaks when loading older save/removing a mod
...and here is a stripped-down 0.75 save from the same chain where the Create Mode menu button was working (saved with 0.77). The issue appears intermittent somehow.
- Fri Nov 15, 2019 4:51 am
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 3573
[0.17.79] Mod menu button breaks when loading older save/removing a mod
I had a simple creative mod map that has carried forward through several versions. I use it to check/confirm bugs, etc. On 0.77, I noticed that the Creative Mode menu button no longer works (see attached for a stripped-down save using only Creative Mod). Removing the mod and reloading the save ...
- Sat Nov 09, 2019 7:39 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 101174
Re: Friday Facts #320 - Color correction
Maybe you should post a link to a good calibration tool as well, so everyone can set up their monitors correct? :D Otherwise you never know if the complains come from "too much" or "crap monitor"
Most modern higher end displays natively oversaturate colors, and have to be 'pulled back' to ...
- Wed Nov 06, 2019 7:38 pm
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 20570
Re: Version 0.17.75
...so this means upgrading a stone path to concrete does not see the benefit of the change, correct?m44v wrote: Tue Nov 05, 2019 1:03 am Construction bots don't batch when deconstructing tiles...
unplayable.
- Mon Oct 28, 2019 2:57 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 42582
Re: Make save game overwrites less dangerous
This is literally down to 'if new game then use a default (e.g. blank) save name. do not default the save name to the most previous save'. I'm not sure how this has been a problem (and seemingly ignored) for so long now...