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.
Search found 116 matches
- Thu Jul 09, 2026 6:47 pm
- Forum: Gameplay Help
- Topic: Invisible map tags
- Replies: 1
- Views: 515
- 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 ...
- 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 ...
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 ...
- 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.
- 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 ...
- 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 ...
I'm thinking something like counting cards in blackjack ...
- 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.
The submachine gun should stay weak, a small early game boost to rush a group of nests and then into the trash it goes.
- 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 ...
- Mon Jul 06, 2026 1:06 pm
- Forum: Mod portal Discussion
- Topic: Mandatory AI tag
- Replies: 18
- Views: 1586
Re: Mandatory AI tag
I count the rocket emojis in their descriptionTertius 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?
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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%
- 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 ...
- 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 ...
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 ...