Search found 299 matches

by Dev-iL
Tue Nov 19, 2019 4:36 am
Forum: This Forum
Topic: How to draw attention of moderators to posts that don't break rules?
Replies: 3
Views: 2123

How to draw attention of moderators to posts that don't break rules?

Hello everybody, Suppose there's a post (by somebody else) which seems to be posted in the wrong sub-forum (e.g. Suggestions instead of Bugs ). Now I would like to draw the attention of a mod so that it is moved to the appropriate place. What is the right way to do so? Should I use a flag? Should I ...
by Dev-iL
Mon Nov 18, 2019 8:36 am
Forum: Ideas and Suggestions
Topic: About [local language translation],no more [unknown key: xxxxx]
Replies: 8
Views: 3138

Re: About [local language translation],no more [unknown key: xxxxx]

17.35 :o
No wonder you're having issues. Please try 17.78.
by Dev-iL
Mon Nov 18, 2019 5:40 am
Forum: Ideas and Suggestions
Topic: About [local language translation],no more [unknown key: xxxxx]
Replies: 8
Views: 3138

Re: About [local language translation],no more [unknown key: xxxxx]

If I understand correctly, what you're suggesting is to keep the English term when localization isn't available. I thought this was happening by default already. Regardless, it's strange that you see so many unlocalized (or broken?) strings, since both the simplified and the traditional Chinese tran...
by Dev-iL
Sun Nov 17, 2019 9:24 pm
Forum: Ideas and Suggestions
Topic: Changes to rich-text-input
Replies: 4
Views: 1585

Re: Changes to rich-text-input

ssilk wrote:
Sun Nov 17, 2019 5:40 pm
What I want to say: why not use <some mod>
For me the answer is simple - I need this functionality in a non-modded MP game, otherwise I would probably have used LuziferSenpai's "Rich Text Helper"
.

<Also, something about the slippery slope fallacy>
by Dev-iL
Sun Nov 17, 2019 9:09 am
Forum: Implemented Suggestions
Topic: Updating mods shouldn't make them incompatible
Replies: 6
Views: 1874

Re: Updating mods shouldn't make them incompatible

This actually sounds like a bug...
by Dev-iL
Sun Nov 17, 2019 8:52 am
Forum: Ideas and Suggestions
Topic: Changes to rich-text-input
Replies: 4
Views: 1585

Re: Changes to rich-text-input

+1. I would love to have some "emoji-like" button near text fields that would allow easy picking of entities to add to text. I mostly link to images of items and not the items themselves (i.e. [img=item/foo-bar-baz] ), so shift-clicking an item/recipe when the chat is open is not useful to...
by Dev-iL
Wed Nov 06, 2019 7:12 am
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 17643

Re: Version 0.17.75

I realized that some of the tooltips, most notably for splitters, are different between the base game and the new player experience. Is that intended? This issue comes up from time to time in localizations (Crowdin), so I can say with certainty that the developers are well-aware of most (if not all...
by Dev-iL
Wed Oct 23, 2019 2:13 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.72] Low quality texture compression issue
Replies: 10
Views: 3904

Re: [posila] [0.17.72] Low quality texture compression issue

Deadlock989 wrote:
Wed Oct 23, 2019 1:40 pm
posila wrote:
Wed Oct 23, 2019 1:11 pm
It's fixed for 0.17.73. Thanks for the report.
Nice one, thank you.
Thanks for the report and the fix!
by Dev-iL
Wed Sep 11, 2019 11:48 am
Forum: Resolved Problems and Bugs
Topic: [gfx] [0.17.66] shoot.png and too-far.png are lopsided
Replies: 4
Views: 1563

Re: [gfx] [0.17.66] shoot.png and too-far.png are lopsided

Is this also a problem in the symbols used for map pings?
by Dev-iL
Fri Aug 09, 2019 4:16 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 36970

Re: Friday Facts #307 - 0.17 stable candidate

I find it strange that you only count "unhandled bug reports". What about "minor issues", of which there are almost 400? I know you guys want to "be done with it already", but you already "admitted" that these were indeed issues. So unless "minor issues&q...
by Dev-iL
Sun Aug 04, 2019 7:19 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.60] Fluid mixing by rotation
Replies: 9
Views: 4908

Re: [Dominik][0.17.60] Fluid mixing by rotation

Ok, you win - it's not as simple as I thought.
by Dev-iL
Sun Aug 04, 2019 9:22 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.60] Fluid mixing by rotation
Replies: 9
Views: 4908

Re: [Dominik][0.17.60] Fluid mixing by rotation

Preventing underground pipe removal because it would create unconnected underground pair? Tell this to biters: "please choose different path to destroy players base because this pipe is untouchable" or "hey biter, could you please fix underground pipe issue before going for this unde...
by Dev-iL
Sun Aug 04, 2019 8:44 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.60] Fluid mixing by rotation
Replies: 9
Views: 4908

Re: [Dominik][0.17.60] Fluid mixing by rotation

No, underground pipes did not connect so there is no fluid mixing. ... Fluid mixing is if you manage to connect two fluid boxes with different filters. I see your point. What I meant was that the pipes appear connected when you glance at them (w/o mousing over). If they appear connected but are not...
by Dev-iL
Sun Aug 04, 2019 7:45 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.60] Fluid mixing by rotation
Replies: 9
Views: 4908

Re: [Dominik][0.17.60] Fluid mixing by rotation

So as a solution I have instead prevented the action that triggered the problem. In this case and the upgrade there is an error text imploring the player to fix the blocked connection I think this was fixed in a sub-optimal way, I'll explain why and suggest alternatives. Here's how to make the new ...
by Dev-iL
Wed Jul 31, 2019 11:33 am
Forum: Ideas and Suggestions
Topic: "Safe mining" - protection from loss of items
Replies: 13
Views: 3395

Re: "Safe mining" - protection from loss of items

I can't see how "in order to prevent you making a mistake, I've taken away the ability for you to pick up something you built" is a good idea for vanilla. I see your point, and yet the scenario you're describing has an important difference from my suggestion - here's what I wrote in the O...
by Dev-iL
Wed Jul 31, 2019 11:02 am
Forum: Ideas and Suggestions
Topic: "Safe mining" - protection from loss of items
Replies: 13
Views: 3395

Re: "Safe mining" - protection from loss of items

Wait, so the "destroy ingredients in progress" feature already existed before 0.16, that's why it was considered a "bugfix" in 0.17.0 ? Or are you talking about the lost time/energy/pollution ? I believe (though I could be wrong) that even in the latest 0.17.x, when you deconstr...
by Dev-iL
Wed Jul 31, 2019 7:01 am
Forum: Ideas and Suggestions
Topic: "Safe mining" - protection from loss of items
Replies: 13
Views: 3395

Re: "Safe mining" - protection from loss of items

Following a bug report related to machines starting recipes even when disconnected from power, this suggestion has even more justification, as it can help save resources that the user didn't even realize could be lost: suppose a user placed a crafting building in a middle of nowhere, set a recipe an...
by Dev-iL
Mon Jul 29, 2019 10:46 am
Forum: Ideas and Suggestions
Topic: Plastic Pipes
Replies: 8
Views: 2816

Re: Plastic Pipes

On the gripping hand, I'd probably like to have a pipe or two before I got as far as plastic. Of course the idea wasn't to force plastic-only pipes, but to allow a different type of pipes for "hi-tech" fluids. And what new gameplay would that implement? Most of all, I would categorize thi...
by Dev-iL
Thu Jul 25, 2019 9:18 am
Forum: Ideas and Suggestions
Topic: Plastic Pipes
Replies: 8
Views: 2816

Re: Plastic Pipes

This makes a lot of sense to me as well, especially with the planned changes to oil production. By the way, as far as realism is concerned, some fluids should not be able to use iron pipes (example: sulfuric acid) because they're just so corrosive that the pipe would disintegrate quite fast. To go o...
by Dev-iL
Sat Jul 06, 2019 5:15 am
Forum: Won't fix.
Topic: [17.50] Possible determinism issue involving belts, worms and lag
Replies: 6
Views: 2603

Re: [17.50] Possible determinism issue involving belts, worms and lag

Some technical clarifications related to this issue are now available as part of FFF #302 : the server and the latency queue need to properly inject a special Input Action called StopMovementInTheNextTick when the above mechanisms come into play. This prevents your character from running by himself ...

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