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Re: Version 0.13.1
Posted: Wed Jun 29, 2016 4:38 pm
by rnorris
I used a console command to enable the flamethrower turret while waiting for the research bug to be fixed. Now achievements are disabled. Is there a way to clear the 'console command used' flag and re-enable them?
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 4:59 pm
by Unoxxis
rnorris wrote:I used a console command to enable the flamethrower turret while waiting for the research bug to be fixed. Now achievements are disabled. Is there a way to clear the 'console command used' flag and re-enable them?
Yes. Restart the map.
On a more serious note. If that would be possible - then there is no point in disabling the achievements upon console and mod use in the first place...
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 5:27 pm
by Artman40
Problem: When trying to play campaign missions, the game crashes. Platform: Linux.
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 5:45 pm
by xR1C0x
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 5:54 pm
by Maverick
Thanks for all the FAST fixes and patches!! 500 hours in this game and STILL loving it!

Re: Version 0.13.1
Posted: Wed Jun 29, 2016 6:14 pm
by kovarex
angrynuns wrote:Damn it game show me the performance. I need to know.
From the picture you attached, it seems you are playing with unreasonably big ui scale, while your screen resolution is pretty small, change ui scale to 100% and you will see more.
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 6:42 pm
by wuppy29
I still have the problem where "Research" is not on screen:
I'm playing on 1080p, full screen on a GTX 970.
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 7:10 pm
by Bizz Keryear
Have this wired issue that if I drive a train to a station (with the drive to command in the train) and set to to manual after it stops it doesn't load the train ... not till I tap W OR S (train literally moves a pixel if at all)
---------------------------
Think the map generation has change. But too lazy to test.
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 7:51 pm
by brunzenstein
wuppy29 wrote:I still have the problem where "Research" is not on screen:
I'm playing on 1080p, full screen on a GTX 970.
Indeed the same problem on a Macintosh - tried everything.
No matter what UI resolution is set in the technologies preferences as the very screen seems to disregard the setting.
But funnily not all of them are the same:
- some pages show the full button,
- some cut off buttons and
- some do not show any button at all.
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 10:58 pm
by iamwyza
I am also having the same problem where the research button is off to the right off the screen. UI scale is set to system default (100%) and it was working last night on 13.0. Thankfully there button is there enough that I can click it, but it's definitely wrong.
Re: Version 0.13.1
Posted: Wed Jun 29, 2016 11:39 pm
by Qon
Unoxxis wrote:rnorris wrote:I used a console command to enable the flamethrower turret while waiting for the research bug to be fixed. Now achievements are disabled. Is there a way to clear the 'console command used' flag and re-enable them?
Yes. Restart the map.
On a more serious note. If that would be possible - then there is no point in disabling the achievements upon console and mod use in the first place...
But there is no point to disabling achievments for using console in the first place.
And achievments aren't disabled by using mods. You can still get them, but they are saved separately. And mods are more powerful than commands because they can run any command and also read resource files. So by using commands you shouldn't get achievments disabled, just added to the
mod or command used category.
Please fix? I don't see why I can't use command in my modded saves and get achievements in just like normal modded games. I could even make a mod that gives me a text input field and runs the text inserted as a command exactly like typing /c command, and that wouldn't disable achievements! Pointless limitation is pointless.
"fence-post security". That's where you build a very tall fencepost in the middle of the desert. People don't climb the fencepost, they just walk around it.
... or a mod that gives all achievements instantly
Re: Version 0.13.1
Posted: Thu Jun 30, 2016 4:16 am
by brunzenstein
The reworked terrain generation / segmentation in 0.13.1 is running amok in berserk mode. (I like starting from scratch in vanilla)
Most of the time at least one resource is either totally missing or otherwise as unpleasant placed as possible, to say the least. No matter what settings.
®ytsejam's quotation
"It's like someone just took this map and wiped their *** with it.
Lots of annoying small ponds in the starting area too.."
may be a drastic description but in a nutshell comes quite close

Re: Version 0.13.1
Posted: Thu Jun 30, 2016 5:18 am
by Filias
Map generation needs some fix. I have to regenerate map at least 50times to get some decent results. Sometimes massive stone and oil deposits with nothing else.
Re: Version 0.13.1
Posted: Thu Jun 30, 2016 5:21 am
by iamwyza
iamwyza wrote:I am also having the same problem where the research button is off to the right off the screen. UI scale is set to system default (100%) and it was working last night on 13.0. Thankfully there button is there enough that I can click it, but it's definitely wrong.
I figured out the case. For some research tech it provides a small blurb (for example look at Character logistic trash slots 2), but for others it does not (see worker robot speed 3). The research with the blurb pushes the research button off to the side. My guess is that the text element that contains the description is actually being set to nearly the width of the mini window there and pushing the button to the right.
Re: Version 0.13.1
Posted: Thu Jun 30, 2016 6:26 am
by DOSorDIE
It where good, when in the Research Screen the hotkey "r" will start the research.
I case we dont see the Button it will help a lot.
Re: Version 0.13.1
Posted: Thu Jun 30, 2016 7:14 am
by slindenau
"Watch your step" achievement still doesn't seem to work properly:
viewtopic.php?p=174506#p174506
Re: Version 0.13.1
Posted: Thu Jun 30, 2016 9:12 am
by Ghoulish
Someone should rename the MOD subforum "MODS for 0.13"
viewforum.php?f=190
edit: Or is it staying on 0.12 cos thats the stable?
Re: Version 0.13.1
Posted: Thu Jun 30, 2016 9:16 am
by binbinhfr
Ghoulish wrote:Someone should rename the MOD subforum "MODS for 0.13"
viewforum.php?f=190
edit: Or is it staying on 0.12 cos thats the stable?
See klonan's response here :
viewtopic.php?f=89&t=13326&start=10#p174353
Re: Version 0.13.1
Posted: Thu Jun 30, 2016 5:49 pm
by inick
Hello,
I think the research tree has been reworked (pretty sure), including new values for quantities of Science Packs, and reordered dependency. Why is solar energy locked behind Oil & Plastics if neither Oil products (Plastics, Batteries, Lubricant) are not needed in the recipe for Solar Energy? Steel, Green Circuits, and Copper. Please consider re-evaluating the tree. Solar needs to be unlocked earlier.
In addition, the new GUI for research is still buggy, I find the research button itself often partially unavailable on the right of the screen. I saw the note to use 'R' to start the research, and will try that.
Loving the new additions, but some things were not expected, can we have a look at it?
Re: Version 0.13.1
Posted: Thu Jun 30, 2016 6:34 pm
by ytsejam
brunzenstein wrote:The reworked terrain generation / segmentation in 0.13.1 is running amok in berserk mode. (I like starting from scratch in vanilla)
Most of the time at least one resource is either totally missing or otherwise as unpleasant placed as possible, to say the least. No matter what settings.
®ytsejam's quotation
"It's like someone just took this map and wiped their *** with it.
Lots of annoying small ponds in the starting area too.."
may be a drastic description but in a nutshell comes quite close

Yeah, that's the only thing bothering me. Anyway, I understand it's an experimental release from an unfinished game. I just wanted some confirmation that current 0.13.x map generation is bugged, not a "new feature" (nothing about it in changelog, but still...)