Search found 299 matches
- 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 ...
- 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
No wonder you're having issues. Please try 17.78.
No wonder you're having issues. Please try 17.78.
- 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...
- 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
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>
- 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...
- 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...
- 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...
- 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
Thanks for the report and the fix!
- 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?
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...