public.bilonozhko

3 days ago

Thanks for your effort!

4 days ago

I didn't think of that. And I will check later.

4 days ago

I've released a fix for it in v0.1.1
Please check it out.

4 days ago

Hey, this is indeed some comprehensive research you've done.

Today I've found a bug in my mod that prevents normal operation of a module. Flipped modules don't supply water, food, etc. I'm curious if it has anything to do with your findings. But I was tracing that issue the entire day today and got no juice left for today. I'll try to do some testing tomorrow.
BTW, I've just released a new…

5 days ago

That's weird. Thanks for reporting, I'll check it

6 days ago

If you know about such a module that should not be flipped or will cause issues if flipped, please let me know.

I see the devs explicitly prevented flipping all buildings that fit into a slot(settlement, cargo dock modules, etc) even though all that I saw are perfectly "flippable".

I have 2 hypothesis why so:

  1. Flip also triggers a rotation in the game. And slot modules aren't supposed t…
16 days ago

Hi, love the mod. Here's an idea worth implementing.

Scenario: I have such researches in my queue:

  1. A
  2. B
  3. C
  4. D
  5. E
  6. F
  7. CA
  8. CB
  9. CBA
  10. G
  11. .....

Where CBA depends on CB, which depends on C. If currently I move CBA to position 5(before E), it doesn't allow it. Because at position 5 it misses all the dependencies CBA needs.

Proposition: In this scenario the mod moves …

17 days ago

Yes, this is the minimum game version.

18 days ago

Please try v0.1.1.
I fixed the conflict with other mods in that version.

18 days ago

Please try v0.1.1.
I fixed the conflict with other mods in that version.

18 days ago

Thanks for the details. I'll take a look. So far I only tested on the vanilla game. Will check it with mods.

18 days ago

Thanks for the finding, I'll take a look!

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