Search found 129 matches
- Tue Mar 05, 2019 3:26 pm
- Forum: Modding help
- Topic: [0.17.4] tile_restriction not applicable to new ore generation
- Replies: 5
- Views: 1261
Re: [0.17.4] tile_restriction not applicable to new ore generation
"Internally it looks like tile_restriction needs a TileID, not a collision mask," That makes no sense, as when used in parallel with the peaks methods this works. I will try to get examples tomorrow morning. "When used correctly, and loaded into the game correctly, it works correctly:...
- Tue Mar 05, 2019 3:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Mod Mismatch when joining a server with no mods
- Replies: 3
- Views: 2007
Re: [0.17.4] Mod Mismatch when joining a server with no mods
Excellent.
Thanks - I was just informed it was also supposed to be 0.17.5, not 0.17.4
Thanks - I was just informed it was also supposed to be 0.17.5, not 0.17.4
- Tue Mar 05, 2019 2:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Mod Mismatch when joining a server with no mods
- Replies: 3
- Views: 2007
[0.17.4] Mod Mismatch when joining a server with no mods
Trying to join a vanilla server (Redmew 0.17 Vanilla) - no mods enabled (was on a different server, hosted by the same group (Quadrants), with no hard mods, just prior) - I get the following error. https://cdn.discordapp.com/attachments/198104144391700490/552499799337730049/unknown.png Pressing Sync...
- Tue Mar 05, 2019 5:22 am
- Forum: Modding help
- Topic: [0.17.4] tile_restriction not applicable to new ore generation
- Replies: 5
- Views: 1261
[0.17.4] tile_restriction not applicable to new ore generation
When using the peak methods from the previous ore generation, setting tile_restriction to a list of a tiles the ore was allowed to generate on. This settings seems to be ignored when using the new ore generation techniques. The following autoplace parameters will still generate ores on ground-tile s...
- Tue Mar 05, 2019 1:55 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 53
- Views: 15618
[0.17.4] Persistent toolbelt settings
New toolbelt is great. Minor inconsistency with it though. The shortcut-bar (far right of toolbelt) maintains it's settings between saves. i.e which buttons are available to the player The toolbelt does not retain any settings. I would suggest that the toolbelt *should* retain settings, i.e which it...
- Mon Mar 04, 2019 12:15 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toolbelt Research Name Misleading
- Replies: 18
- Views: 4873
[0.17.4] Toolbelt Research Name Misleading
https://cdn.discordapp.com/attachments/310095683950477314/552100994356477953/unknown.png Toolbelt (as a technology name) is misleading because of the gameplay mechanic changes of 0.17. Suggest to change to "Bigger Backpack" or "Bigger Inventory" or something similar. Leaving it ...
- Mon Mar 04, 2019 12:00 pm
- Forum: Implemented Suggestions
- Topic: Saved research progress should be shown before continuing research
- Replies: 18
- Views: 5800
[0.17.4] Show Progress of Partially Researched Tech
https://cdn.discordapp.com/attachments/198104144391700490/552097361472782366/unknown.png While the technology is being researched, a progress display is shown. https://cdn.discordapp.com/attachments/198104144391700490/552097442590359563/unknown.png When that research is cancelled there is no indica...
- Mon Mar 04, 2019 7:36 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.4] "Can't Reach" Floating text when trying to rotate ore patches on ground
- Replies: 2
- Views: 1910
[posila] [0.17.4] "Can't Reach" Floating text when trying to rotate ore patches on ground
With an ore patch, tree, or fish (possibly others, haven't done an exhaustive test), press r to "rotate" the entity, and you will get the floating text of "can't reach".
If you are in reach, and perform the same action, no text appears, but no rotation happens
If you are in reach, and perform the same action, no text appears, but no rotation happens
- Mon Mar 04, 2019 5:53 am
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Search + Tag installed mods
- Replies: 0
- Views: 375
[0.17.4] Search + Tag installed mods
Search Given a long list of mods, finding one quickly is always a nice tool to have. Recommend to add the same filter/search and refresh tools that are available for the "install" tab. This will allow players to filter their installed mods and find the ones they want quickly. Tag Player a...
- Sun Mar 03, 2019 4:23 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
- Replies: 7
- Views: 3926
Re: [0.17.3] Blueprint preview has entity outside of bounds (MR)
still in [0.17.4] and not just with rail segments
Bottom middle power pole and labs are outside the gui box, not selectable when hovering over the parts outside the gui.
Bottom middle power pole and labs are outside the gui box, not selectable when hovering over the parts outside the gui.
- Sat Mar 02, 2019 12:03 pm
- Forum: Pending
- Topic: [0.17.0] Mods window, no X in upper right corner to close it
- Replies: 5
- Views: 1320
Re: [0.17.0] Mods window, no X in upper right corner to close it
Personally I think there should be a back/cancel button at which point any changes made will be reverted.
Much like the "new game" gui.
Much like the "new game" gui.
- Fri Mar 01, 2019 12:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Sync mods with Server - not syncing dependencies
- Replies: 2
- Views: 1924
[0.17.3] Sync mods with Server - not syncing dependencies
I tried to connect up to an MP server today - sync mods with server worked - except it did not download/enable the dependencies for mods that require them. https://cdn.discordapp.com/attachments/306402592265732098/550921301368373258/unknown.png Shows mods missing. https://cdn.discordapp.com/attachme...
- Thu Feb 28, 2019 3:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Miner Placement Error (Custom Resource Categories)
- Replies: 1
- Views: 1786
[0.17.2] Miner Placement Error (Custom Resource Categories)
The floating error message "The [burner|electric] miner can only be built on resources" is misleading when it is placed on a resource with a custom category, for which it is not allowed to mine.
- Thu Feb 28, 2019 2:02 am
- Forum: Implemented Suggestions
- Topic: [0.17.2] Cliff Generation Toggle Button
- Replies: 1
- Views: 864
[0.17.2] Cliff Generation Toggle Button
Add a simple toggle cliffs off/on next to sliders - currently setting the continuity slider to 0 is not very intuitive.
- Thu Feb 28, 2019 1:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Sync mods with save still broken
- Replies: 5
- Views: 895
Re: [0.17.2] Sync mods with save still broken
This is the error message I get when the game crashes to desktop.
Unfortunately that's all I've got at the moment.
Unfortunately that's all I've got at the moment.
- Thu Feb 28, 2019 12:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Sync mods with save still broken
- Replies: 5
- Views: 895
[0.17.2] Sync mods with save still broken
I'm getting a strange error when trying to sync mods with a save, where some of the mods are not available from the mod portal. It crashes out as soon as I hit the "Continue" button to sync the mods. Crash log 1 attached. Edit: I just tried to "resync" with the same mod as in the...
- Wed Feb 27, 2019 8:01 am
- Forum: Ideas and Suggestions
- Topic: Enable Alt-display by default
- Replies: 7
- Views: 2959
Re: Enable Alt-display by Option
I would suggest to have an option in the interface settings which would allow players to select whether or not they wanted to have alt-mode on or off by default.
It's not a massive deal to push the button, or press the keybind, but it is something I'd rather not have to think about.
It's not a massive deal to push the button, or press the keybind, but it is something I'd rather not have to think about.
- Wed Feb 27, 2019 1:47 am
- Forum: Duplicates
- Topic: [0.17.0] Top-right tool tip cut off without minimap
- Replies: 2
- Views: 593
- Tue Mar 20, 2018 10:58 pm
- Forum: Not a bug
- Topic: [kovarex] [0.16.31] Issues with belt compression
- Replies: 9
- Views: 2688
Re: [0.16.31] Issues with belt compression
The math states that I should need 47 stone furnaces to fill a red belt of plate.. Do you mean 26.66/s divided by 0.57/s, so ~46.77 of Steel furnaces (it would be 96 stone furnaces)? So 48 can't work full time even with 100% speed of consumption without delays or blocks.. Even if it could be worse ...
- Tue Mar 20, 2018 10:50 pm
- Forum: Not a bug
- Topic: [kovarex] [0.16.31] Issues with belt compression
- Replies: 9
- Views: 2688
Re: [kovarex] [0.16.31] Issues with belt compression
I noticed because my bottleneck mod told me I have 8 furnaces unable to offload their product.kovarex wrote:Rseding told me, that it was mistake to add the debug option that shows gaps, you wouldn't notice otherwise ..