Search found 131 matches
- Tue Nov 17, 2020 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Blueprint save button off the screen
- Replies: 4
- Views: 3839
Re: [1.0.0] Blueprint save button off the screen
The log file doesn't contain any error related to this issue. It doesn't crash or show any error in the console. Anyway, I've attached it. My save file is too big. Vanilla + creative mod is enough to reproduce this problem. Problematic Blueprint: (which has more than 100 items and all six types of f...
- Mon Nov 16, 2020 11:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Blueprint save button off the screen
- Replies: 4
- Views: 3839
[kovarex] [1.0.0] Blueprint save button off the screen
This is caused when trying to create a blueprint that has too many components. My UI scale is %100 and the screen resolution is 1920z1080
- Fri Nov 13, 2020 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Allow recipes to be chosen as blueprint icons and map tags
- Replies: 14
- Views: 4241
Allow recipes to be chosen as blueprint icons and map tags
Currently, we can select items, fluids, and signals as blueprint icons but not the recipes. For most of the vanilla game, this is not needed. But for oil refinery recipes (basic oil cracking, advanced oil cracking, coal liquefaction) we don't have any beautiful way to display icons. Also for modded ...
- Fri Oct 30, 2020 9:43 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79316
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
All those QoL features are great. Thank you for your great work. I hope that these new ghost replacing works for blueprints as well. At least in the force mode. Like the previous messages said we have some great QoL mods around which I believe should be included in vanilla. I see that Even Distribut...
- Sun Oct 11, 2020 1:56 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal download speed too slow
- Replies: 4
- Views: 3152
Mod Portal download speed too slow
Hello, I know this is not a bug in the game but don't know where to put it other than here. Today when I tried to update my installed mods, I noticed that it takes forever to update some mods. (It took almost 1 hour to update 30 mods.) I know that some of those mods are not small (krastorio 2, space...
- Sun Aug 16, 2020 3:25 pm
- Forum: Implemented Suggestions
- Topic: [1.0.0] Continue button doesn't warn mod mismatch.
- Replies: 2
- Views: 1171
[1.0.0] Continue button doesn't warn mod mismatch.
As title said it doesn't warn about the mod mismatch nor display mod sync window.
- Wed Jul 29, 2020 6:21 pm
- Forum: Not a bug
- Topic: [0.18.37] Blueprint grid cannot modify center point
- Replies: 4
- Views: 1185
Re: [0.18.37] Blueprint grid cannot modify center point
It works as you said.
Sorry for the wrong report.
Sorry for the wrong report.
- Wed Jul 29, 2020 5:34 pm
- Forum: Not a bug
- Topic: [0.18.37] Blueprint grid cannot modify center point
- Replies: 4
- Views: 1185
Re: Blueprint grid cannot modify center point
It can only be moved to real center by increasing the grid size to 68x72 It should align the grid center to the center of the content on the blueprint. Instead it always aligns top left position of grid with the top left content of the blueprint. Which makes it impossible to properly set the center ...
- Wed Jul 29, 2020 5:21 pm
- Forum: Not a bug
- Topic: [0.18.37] Blueprint grid cannot modify center point
- Replies: 4
- Views: 1185
[0.18.37] Blueprint grid cannot modify center point
This is more like a missing feature of the new blueprint tools instead of a bug. If you check the attached blueprint you'll see that the blueprint fits on a 2x2 chunk and it's 64x64. The center (red flag) should be over the power pole but I couldn't manage to align it with it. I even add some extra ...
- Fri Jul 24, 2020 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.38] Upgrade Order & Delete Order race conditioning
- Replies: 1
- Views: 1411
[kovarex] [0.18.38] Upgrade Order & Delete Order race conditioning
How to reproduce: 1. Try to upgrade lots of yellow belts far from logistic storage. 2. After bots got the item from storage, delete the belts with delete planner which waiting for an upgrade and place another ghost bp. like Balancer. What happens: Bots carrying upgraded belts reach first and upgrade...
- Mon Sep 02, 2019 8:17 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.66] Visual: Ghosts are losing liquid input/output icons on save/load
- Replies: 2
- Views: 2532
Re: [Dominik][0.17.66] Visual: Ghosts are losing liquid input/output icons on save/load
@Dominik Past issue had different conditions but same effect.
viewtopic.php?f=11&t=71825
viewtopic.php?f=11&t=71825
- Mon Jul 22, 2019 6:09 pm
- Forum: Duplicates
- Topic: Game crashed
- Replies: 1
- Views: 661
Game crashed
I was on a modded multiplayer game, playing without problem for hours.
It crashed when i'm on map view after i delete some power poles with deconstruction planner.
Sorry i don't have anything more to help with this crash beside the logs.
It crashed when i'm on map view after i delete some power poles with deconstruction planner.
Sorry i don't have anything more to help with this crash beside the logs.
- Thu Jul 04, 2019 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Empty Module Slots and Upgrade Planner - Let's Talk
- Replies: 21
- Views: 6748
Empty Module Slots and Upgrade Planner - Let's Talk
Has this ever happened to you? Imagine, you want to remotely upgrade some miners, assemblers, etc., and you just can't. What is my suggestion? We should have a NULL Module marker added to the vanilla game. So we can use it on upgrade planner to add/remove modules to/from entities. null-module.png Al...
- Wed Jul 03, 2019 12:28 am
- Forum: Resolved Problems and Bugs
- Topic: [17.0.52] Recipes flicker on hover when console is open
- Replies: 2
- Views: 3124
Re: [17.0.52] Recipes flicker on hover when console is open
After further investigation, this happens with all enhanced texts. Locations, recipes, etc. and only on our modded multiplayer game. But when i load the same game from local save, there is no problem. You can join on our multiplayer game to see the error. I don't have any other way to reproduce this...
- Fri Jun 28, 2019 8:30 am
- Forum: Resolved Problems and Bugs
- Topic: [17.0.52] Recipes flicker on hover when console is open
- Replies: 2
- Views: 3124
[17.0.52] Recipes flicker on hover when console is open
They work ok when someone sends a recipe and you hover them.
But when you hover a recipe from console history, it flickers.
But when you hover a recipe from console history, it flickers.
- Fri Jun 28, 2019 6:48 am
- Forum: Resolved Problems and Bugs
- Topic: [17.0.52] Screen goes to alerts on different surfaces.
- Replies: 1
- Views: 1726
[17.0.52] Screen goes to alerts on different surfaces.
When i click on the alert boxes near the toolbar, it can go to an alert on different surface, since we cannot see that surface, that doesn't help at all. Capture.PNG If there are too many surfaces and alerts on each surface, then its almost impossible to go to an alert on the active surface. These a...
- Sun Jun 09, 2019 1:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.47] Ghosts doesn't show fluid icons on first paste
- Replies: 1
- Views: 1865
[Dominik][0.17.47] Ghosts doesn't show fluid icons on first paste
When i place this blueprint, fluid icons doesn't show on ghost refineries. first.PNG But when i place it over the existing one again fluid icons appears. second.PNG 0eNq9Xe1uHDkOfJf57Vk0JbU+8iqHxcGx54IB7LHhj+CCwO9+M3G8yd6pisUBbn5tknXRbJFUS1WU+vvm893r7vFpf3jZfPq+2d88HJ43n/7xffO8/3K4vjv928u3x93m02b/sr...
- Fri Jun 07, 2019 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Radar coverage from other surfaces shown when placing a new radar.
- Replies: 2
- Views: 2222
Re: [0.17.47] Radar coverage from other surfaces shown when placing a new radar.
That was fast. Thanks.
- Fri Jun 07, 2019 6:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Radar coverage from other surfaces shown when placing a new radar.
- Replies: 2
- Views: 2222
[0.17.47] Radar coverage from other surfaces shown when placing a new radar.
We're playing with space-exploration mod which uses each surface as a new planet/moon.
When placing a radar on a moon, blue coverage on minimap shows all radars from all surfaces. Since our main base is %100 covered, minimap always show full blue on other planets/surfaces.
When placing a radar on a moon, blue coverage on minimap shows all radars from all surfaces. Since our main base is %100 covered, minimap always show full blue on other planets/surfaces.
- Fri May 24, 2019 9:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.43] Bots place trains on blueprint to wrong places if locomotive is partially on curved rail
- Replies: 1
- Views: 1731
[kovarex] [0.17.43] Bots place trains on blueprint to wrong places if locomotive is partially on curved rail
When you place a blueprint which has locomotives close to each other, bots makes mistakes; This happens when part of the train is on curved rail. - sometimes they place locomotive into wrong rail, - sometimes they cannot place the locomotive at all. This image is the same blueprint placed 6 times. T...