Search found 116 matches

by radical_larry
Thu Jul 09, 2026 6:47 pm
Forum: Gameplay Help
Topic: Invisible map tags
Replies: 1
Views: 515

Re: Invisible map tags

Why was this moved to gameplay help?

Good call on doing that, I figured it out. I fat fingered the hide-chart-tags setting in the f4 menu when activating the show-enemy-expansion-candidate-chunks a while ago. In case anyone ever runs into the same problem.
by radical_larry
Thu Jul 09, 2026 4:12 pm
Forum: Gameplay Help
Topic: Invisible map tags
Replies: 1
Views: 515

Invisible map tags

For some reason I can't see any map tags. I click the button to add them, I add them to the map, they become invisible, but I can still click and edit them if I remember where they are. Yes the 'tags' option on the right side is active, toggling it back and forth doesn't change anything. This ...
by radical_larry
Wed Jul 08, 2026 9:56 pm
Forum: General discussion
Topic: Towards a newer, better space casino in 2.1
Replies: 10
Views: 2145

Re: Towards a newer, better space casino in 2.1

Huh, you're right, 2^88 is quite a lot more than I thought, even with how quickly that xorshift can be computed.
I guess the calculations would have to be done dynamically inside the game to try and predict the next RNG results. Might be a lot of logic to account for missed RNG calls and dealing ...
by radical_larry
Wed Jul 08, 2026 9:35 pm
Forum: General discussion
Topic: Towards a newer, better space casino in 2.1
Replies: 10
Views: 2145

Re: Towards a newer, better space casino in 2.1

You don't have to, that's what the precalculated ranges are for. The quicker you move through the RNG state, the more of them you hit in a given time, regardless of how large the whole RNG state actually is.
by radical_larry
Wed Jul 08, 2026 9:07 pm
Forum: General discussion
Topic: Towards a newer, better space casino in 2.1
Replies: 10
Views: 2145

Re: Towards a newer, better space casino in 2.1

Since the RNG has an 88 bit state as you say, it would be possible to pre-calculate the best sequences according to certain criteria, like highest averages over a certain length. Then build a system in game that detects when that part is likely to come up next to turn on all your high throughput ...
by radical_larry
Wed Jul 08, 2026 11:02 am
Forum: General discussion
Topic: Towards a newer, better space casino in 2.1
Replies: 10
Views: 2145

Re: Towards a newer, better space casino in 2.1

Very interesting idea, but I wonder if getting full control over RNG is feasible at all. It might make more sense to use approximate knowledge of the RNG state to increase quality results, on average, instead of aiming for perfect results.
I'm thinking something like counting cards in blackjack ...
by radical_larry
Tue Jul 07, 2026 10:29 pm
Forum: Balancing
Topic: Stop the multiply effect of turret damage
Replies: 18
Views: 6896

Re: Stop the multiply effect of turret damage

I think a good compromise would be to let the car and tank machine guns also benefit from the turret scaling, they are basically gun turrets after all.
The submachine gun should stay weak, a small early game boost to rush a group of nests and then into the trash it goes.
by radical_larry
Tue Jul 07, 2026 11:52 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.1.9] Fish despawn from water when dragging concrete over or next to them
Replies: 1
Views: 556

[Rseding91] [2.1.9] Fish despawn from water when dragging concrete over or next to them

I barely have any fish left on my no water save before I noticed. But I tried it out and it definitely deletes some fishes when I drag concrete over them and the message appears that water needs landfill. It also seems to delete the fish if they swim close to the edge and I put down concrete on the ...
by radical_larry
Mon Jul 06, 2026 1:06 pm
Forum: Mod portal Discussion
Topic: Mandatory AI tag
Replies: 18
Views: 1586

Re: Mandatory AI tag

Tertius wrote: Mon Jul 06, 2026 1:01 pm Then we have different mod portals. I open the mod portal, and I get presented a lot of mods. I don't see if any presented mod was AI-generated or not. How do you see this?
I count the rocket emojis in their description :roll:
by radical_larry
Mon Jul 06, 2026 12:52 pm
Forum: Mod portal Discussion
Topic: Mandatory AI tag
Replies: 18
Views: 1586

Re: Mandatory AI tag


No if i fork a mod and manually edit it because the license allow me and the author didn't specify wether or not they used AI , there is no way for me to tell and as such i wouldn't tag it

Ok great, I'm fine with that happening. I also doubt a lot of AI mods will ever see a fork, so if a few ...
by radical_larry
Mon Jul 06, 2026 12:04 pm
Forum: Mod portal Discussion
Topic: Mandatory AI tag
Replies: 18
Views: 1586

Re: Mandatory AI tag


I don't see any relation between AI assisted mod creation and the ease of mod browsing in the mod portal.

I open the mod portal. I get presented tons of AI-generated mods. I want to filter them out, but there's no tag for it. That makes it difficult to look through the mods.


such an AI tag ...
by radical_larry
Mon Jul 06, 2026 10:22 am
Forum: Mod portal Discussion
Topic: Mandatory AI tag
Replies: 18
Views: 1586

Re: Mandatory AI tag



I did, I found no such thing.

Well if you can't find a link in a 3 page dicussion that you should have read before submitting the exact same request, imo, because otherwise you're going to repeat it all over again, you may not have been able to use to tool linked anyway, sorry, actually there ...
by radical_larry
Mon Jul 06, 2026 9:23 am
Forum: Mod portal Discussion
Topic: Mandatory AI tag
Replies: 18
Views: 1586

Re: Mandatory AI tag


You should read the linked thread.

I did, I found no such thing.


I write in the description of my mods how i use AI because i think a tickbox is simplistic. I asked questions because i wouldn't know how to tag my mods, sorry to ruin the fun.

What's the difference between writing "I used AI ...
by radical_larry
Mon Jul 06, 2026 8:34 am
Forum: Mod portal Discussion
Topic: Mandatory AI tag
Replies: 18
Views: 1586

Re: Mandatory AI tag



If that's not something Wube wants to do, then alternatively being able to keep a personal blacklist of mod authors/mods would be great, similar to the current bookmarking system, so these authors or mods are omitted when that user looks for mods.


That already exists too !

Where would I ...
by radical_larry
Mon Jul 06, 2026 6:31 am
Forum: Mod portal Discussion
Topic: Mandatory AI tag
Replies: 18
Views: 1586

Mandatory AI tag

Can we please have an AI tag for mods? Looking through the recently updated mods list is becoming more difficult every day. Something like "Did you use AI for any parts of the mod or description?" with a Y/N tickbox selection while the confirm button for uploading a mod is greyed out until one of ...
by radical_larry
Sat Jul 04, 2026 12:35 pm
Forum: General discussion
Topic: Please, DO NOT remove space casino
Replies: 268
Views: 36685

Re: The final balance argument for space casinos

That brings me to an idea for a mod.
Asteroid reprocessing becomes an end game tech unlocked with promethium science, and the three reprocessing recipes also take a few promethium chunks that are fully consumed. But quality modules can be used for that recipe.
Finally some interesting shit to do ...
by radical_larry
Fri Jul 03, 2026 9:53 pm
Forum: Ideas and Suggestions
Topic: Minimum payload should count for mixed rockets also
Replies: 15
Views: 2373

Re: Minimum payload should count for mixed rockets also

The game will never cover every use case for rocket loading with baked-in behavior, that's just the nature of things. Which is why we need to be able to
1. set requests on the silo with circuits, just like on requester chests (it even has one in the sprite now)
2. launch the rocket with a circuit ...
by radical_larry
Thu Jul 02, 2026 10:17 am
Forum: Resolved Problems and Bugs
Topic: [2.1.9] 5+5 isn't 9.99
Replies: 1
Views: 941

[2.1.9] 5+5 isn't 9.99

Research speed should be -10%, not -9.99%
by radical_larry
Thu Jul 02, 2026 7:56 am
Forum: Ideas and Suggestions
Topic: Obtaining stone from space
Replies: 27
Views: 1880

Re: Obtaining stone from space


Petroleum products need coal liquification. As neither the boiler nor the heat exchanger works on a space platform, you can only do that via nuclear power. So you have to import nuclear fuel cells for that, making it nor entirely space based.

And for stone, you can space mine calcite, turn that ...
by radical_larry
Wed Jul 01, 2026 3:11 pm
Forum: General discussion
Topic: Deathworld Marathon: Great game
Replies: 25
Views: 8916

Re: Deathworld Marathon: Great game

I'm playing a 10x science in a desert, no trees/water run. Honestly it feels like that's what the game was always intended to be.
Essential tech doesn't take so long that biters out-evolve you. Chunk pollution shenanigans are irrelevant because there's no trees to absorb pollution and sand tiles ...

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