Search found 1428 matches
- Mon Aug 03, 2020 11:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
- Replies: 10
- Views: 5307
Re: [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
The GUI is designed for 1920×1080 px screens or larger. If your screen is smaller, you're supposed to use a lower UI scale. That said, there is a bit of space at the bottom, so I'll see if I can move the description to the bottom to show a little bit more of the grid. But no matter what, at that scr...
- Fri Jul 31, 2020 3:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Biters unable to path around forest
- Replies: 2
- Views: 1445
Re: [0.18.36] Biters unable to path around forest
Can you still reproduce this in 0.18.38?
- Fri Jul 31, 2020 3:01 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.18.36] Biter attack groups stuck because of stuck spitters
- Replies: 1
- Views: 942
Re: [Oxyd] [0.18.36] Biter attack groups stuck because of stuck spitters
This seems to be caused by the Walls Block Spitters mod, which somehow makes it impossible for spitters to damage the trees. So I'm going to call this a bug in the mod, not in the game.
- Fri Jul 31, 2020 1:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.37] Biters still do not group before attack
- Replies: 11
- Views: 5457
Re: [0.18.37] Biters still do not group before attack
Yeah, I was just fixing this. We were trying some changes, but now went back to the pre-.36 way, so it should work just as it did before. Thank you kindly! I assume you mean .39 will have it fixed? Because the save and analysis I did was in .38... Yep, the fix will be in .39. I've been quite depres...
- Thu Jul 30, 2020 4:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.37] Biters still do not group before attack
- Replies: 11
- Views: 5457
Re: [0.18.37] Biters still do not group before attack
Yeah, I was just fixing this. We were trying some changes, but now went back to the pre-.36 way, so it should work just as it did before.
- Wed Jul 29, 2020 4:11 pm
- Forum: Pending
- Topic: [Oxyd] [0.18.37] Error when resuming wave defense game (AI PathFinder)
- Replies: 2
- Views: 914
Re: Error when resuming wave defense game
Could you post the save as well?
- Wed Jul 29, 2020 3:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.79] Multiple spitters stuck spitting at nothing
- Replies: 3
- Views: 2594
Re: [Oxyd] [0.17.79] Multiple spitters stuck spitting at nothing
Thanks, this has been fixed in 0.18.10.
- Tue Jul 28, 2020 4:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"
- Replies: 10
- Views: 5638
Re: [Oxyd] [0.18.10] Crashing: "PathFindAlgorithm::baseDistanceHeuristic"
Thanks, should be fixed in 0.18.37.
- Mon Jul 27, 2020 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Biters not grouping before attacking
- Replies: 16
- Views: 6909
Re: [0.18.36] Biters not grouping before attacking
The download links are both expired. But is this still happening in .37? I think it should be fixed already. Edit: I have just been informed that we haven't released .37 yet, which might make it difficult for you to test. Anyway, I already fixed a bug like this that Klonan reported to me directly, s...
- Wed Jul 15, 2020 3:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.10] Research cannot be canceled after dragging over icon
- Replies: 3
- Views: 2983
Re: [Oxyd] [0.18.10] Research cannot be canceled after dragging over icon
Thanks, fixed in 0.18.37.
- Wed Jul 15, 2020 2:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.34] Biter Pathfinding (flickering)
- Replies: 1
- Views: 2423
Re: [0.18.34] Biter Pathfinding (flickering)
Thanks, fixed in 0.18.37.
- Tue Jul 14, 2020 5:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Natives don't change their base attack plans when I am by car
- Replies: 8
- Views: 5117
Re: [0.18.6] Natives don't change their base attack plans when I am by car
Thanks, this is fixed in 0.18.36.
- Tue Jul 14, 2020 3:50 pm
- Forum: Pending
- Topic: [0.18.34] RCON issues: out of order responses, multipart trick unavailable.
- Replies: 3
- Views: 1804
Re: [0.18.34] RCON issues: out of order responses, multipart trick unavailable.
Indeed, TCP should handle large packets for us. (Why Valve would implement something like RCON over UDP is beyond me.) I also don't understand why you're trying to use any marker commands. Each EXECCOMMAND contains an ID and the RESPONSE_VALUE then echoes this ID back to the client. This is what you...
- Tue Jul 14, 2020 3:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.31] Duplicate junk RCON responses
- Replies: 2
- Views: 2751
Re: [Oxyd] [0.18.31] Duplicate junk RCON responses
Thanks, fixed in 0.18.36.
- Mon Jul 13, 2020 2:42 pm
- Forum: Not a bug
- Topic: [Solved] Bugs won't attack anymore / spawners consume 0 pollution inside cloud
- Replies: 2
- Views: 1065
Re: Bugs won't attack anymore / spawners consume 0 pollution inside cloud
Hello, it looks that your attack cost modifier is set to 0, which means that no amount of pollution will provoke an attack. To reset the attack cost modifier back to 1, you can use the following command: /c game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 1 Unless the game s...
- Thu Jul 09, 2020 11:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.35] Bonuses window items duplication
- Replies: 1
- Views: 2027
Re: [0.18.35] Bonuses window items duplication
Thanks, fixed in 0.18.36.
- Thu Jun 04, 2020 11:51 pm
- Forum: General discussion
- Topic: Async auto save in multiplayer but not in singleplayer?? Why??
- Replies: 8
- Views: 3643
Re: Async auto save in multiplayer but not in singleplayer?? Why??
I don't see them claiming that. I think you misread.
- Thu Jun 04, 2020 11:08 pm
- Forum: General discussion
- Topic: Async auto save in multiplayer but not in singleplayer?? Why??
- Replies: 8
- Views: 3643
Re: Async auto save in multiplayer but not in singleplayer?? Why??
Not running a server. Single player I don't want to have to wait for saving. Reading through some of the questions / answers in that thread is appears for some reason they can't do non blocking saves in windows but they can on Mac / Linux. No real reason given, just that it can't be done. Really cu...
- Wed Apr 29, 2020 2:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
- Replies: 12
- Views: 5993
Re: [Oxyd] [0.18.21] Error PathFindAlgorithm.cpp:1147: abstractNodeIt != search.abstractNodes.end() was not true
Thanks, should be fixed in 0.18.22.
- Fri Apr 24, 2020 9:41 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 27755
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
We don't store or cache any collision check data, it would be far too much data to store a map of the whole world for every combination of collision mask. How about some temporary chunk-level cache that is released quickly when it's not used within X ticks? You could view the chunk component contra...