Search found 1137 matches
- Sun Oct 20, 2019 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.72] Doesn't allow loading Industrial Revolution mod
- Replies: 9
- Views: 1297
Re: [0.17.72] Doesn't allow loading Industrial Revolution mod
Why not disable the mod with the wrong version intead of the requesting mod? I think it is more helpful for the user if the mod UI communicates "Please update beltboxes to at least version 2.2.1 in order to activate industrial revolution" in some way, instead of just deactivating beltboxe...
- Sun Oct 20, 2019 3:00 pm
- Forum: Not a bug
- Topic: [0.17.71] Game gets slower and biters not expanding anymore
- Replies: 9
- Views: 1950
Re: [0.17.71] Game gets slower and biters not expanding anymore
A possible idea to avoid lots of unrevealed chunks could be a generation of maybe five chunks from the radar covered chunks on and the pollution from chunk 6 on gets into the void (gets deleted). If I read your suggestion correctly, you want to void the pollution that goes too deep into unrevealed ...
- Sun Oct 20, 2019 2:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.72] Doesn't allow loading Industrial Revolution mod
- Replies: 9
- Views: 1297
Re: [0.17.72] Doesn't allow loading Industrial Revolution mod
I believe the mod UI could communicate this case better. As Deadlock says: hidden optional dependencies make perfect sense, especially with minimal version requirements. If the requirement is installed, but in an incompatible version, why not list something like "Incompatible with: beltboxes<2....
- Sat Oct 19, 2019 4:03 pm
- Forum: Not a bug
- Topic: [0.17.71] Game gets slower and biters not expanding anymore
- Replies: 9
- Views: 1950
Re: [0.17.71] Game gets slower and biters not expanding anymore
[…] Why isn't that written in the map settings when I changed the values before starting the game?! I didn't know that the pollution creates an even bigger map […] I don't think that changing the pollution settings changes the general behaviour. As Klonan wrote: […] spreading pollution spawns new c...
- Sat Oct 19, 2019 3:50 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.72] Server description and word wrapping
- Replies: 3
- Views: 616
Re: [0.17.72] Server description and word wrapping
IMHO, this behaves exactly as I would expect it to. Consider having a server description of 5 full text lines + a couple of words. In this case, the last couple of words hanging centered would look just weird. I would not mind having all server descriptions be ragged right, even single lines. But ce...
- Tue Sep 03, 2019 8:41 pm
- Forum: Campaign / Scenario suggestions
- Topic: Technology popup
- Replies: 2
- Views: 1079
Re: Technology popup
After you close the technology tree gui, the "Unlock new recipes" mission starts and then you have to repoen the technology tree gui to select Basic electronics. Yes, it happens quite frequently that a technology is the current objective, and you see the technology popup before you get th...
- Tue Jul 23, 2019 6:21 am
- Forum: Not a bug
- Topic: [0.17.58] The train incorrectly calculates the route.
- Replies: 6
- Views: 797
Re: [0.17.58] The train incorrectly calculates the route.
I think the idea behind the panalty for train stops is the following: If your train takes a path where it traverses a train station, but for whatever reason has to stop along the way at some red signal, your train could possibly block the entrance/exit of that train station. As a consequence, anothe...
- Tue Jul 23, 2019 5:54 am
- Forum: Ideas and Suggestions
- Topic: Smart Belt Placement
- Replies: 9
- Views: 856
Re: Smart Belt Placement
I disagree: this is exactly like I build my bus(es) -- both the main bus, and smaller parallel belt lines that provide high throughput for ores etc.
- Tue Jul 16, 2019 6:45 am
- Forum: Gameplay Help
- Topic: Fish: what's useful with that ?
- Replies: 5
- Views: 1280
Re: Fish: what's useful with that ?
In order to eat fish, take them in your hand and then left click. I'm not sure this is explained well in the item description.
- Tue Jul 16, 2019 5:24 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.56] Crash upon attempting to switch from automatic to manual while riding train.
- Replies: 9
- Views: 1377
- Mon Jul 15, 2019 10:23 pm
- Forum: Duplicates
- Topic: [0.17.57] Crash when selecting Settings -> Other
- Replies: 2
- Views: 374
Re: [0.17.57] Crash when selecting Settings -> Other
This looks like a duplicate of 73306
Can you please check if your problem still persists in 0.17.58?
Can you please check if your problem still persists in 0.17.58?
- Mon Jul 15, 2019 9:06 pm
- Forum: Gameplay Help
- Topic: Undoing a planned upgrade
- Replies: 3
- Views: 671
- Mon Jul 15, 2019 6:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.57] SIGSEGV when opening other settings
- Replies: 2
- Views: 1631
Re: [0.17.57] SIGSEGV when opening other settings
I also get a SIGSEGV when trying to open the "other settings"
- Mon Jul 15, 2019 3:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.55] NPE: Repair kits research not required to craft repair kits.
- Replies: 2
- Views: 519
Re: [0.17.55] NPE: Repair kits research not required to craft repair kits.
Since I cannot reproduce what I saw, I would like to move to "Pending". Can I do that somehow?
- Mon Jul 15, 2019 7:30 am
- Forum: Resolved Problems and Bugs
- Topic: tutorial campaign not triggering
- Replies: 4
- Views: 867
Re: tutorial campaign not triggering
where you had too build radars to find a crash site This sounds like 0.16 stable. The 0.16 tutorial campaign is not very easy to follow for new players -- unfortunately. but in the lab window, there is no research to select Well … the lab window is not where you select your research. You select you...
- Fri Jul 12, 2019 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.55] NPE: Repair kits research not required to craft repair kits.
- Replies: 2
- Views: 519
Re: [0.17.55] NPE: Repair kits research not required to craft repair kits.
Now I reached the part where I am able to research repair packs again. However, I am not able to build them prior to finishing the research, so I am unable to reproduce my earlier observation. This time I started the NPE in 0.17.56 and had no updates in between. Maybe it was related to that. Or mayb...
- Fri Jul 12, 2019 7:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.55] NPE: Repair kits research not required to craft repair kits.
- Replies: 2
- Views: 519
[0.17.55] NPE: Repair kits research not required to craft repair kits.
For some reason I was able to craft and use repair kits before finishing the repair kits research in the new introduction. Is that intended? To me it looks like a bug. FYI: I had started with the updated introduction in 0.17.53 but only finished in 0.17.55 [Edit]: I just started another campaign and...