Thanks for your effort!
public.bilonozhko
I didn't think of that. And I will check later.
I've released a fix for it in v0.1.1
Please check it out.
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…
That's weird. Thanks for reporting, I'll check it
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:
- Flip also triggers a rotation in the game. And slot modules aren't supposed t…
Hi, love the mod. Here's an idea worth implementing.
Scenario: I have such researches in my queue:
- A
- B
- C
- D
- E
- F
- CA
- CB
- CBA
- G
- .....
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 …
Please try v0.1.1.
I fixed the conflict with other mods in that version.
Please try v0.1.1.
I fixed the conflict with other mods in that version.
Thanks for the details. I'll take a look. So far I only tested on the vanilla game. Will check it with mods.
Thanks for the finding, I'll take a look!