Search found 131 matches

by doktorstick
Fri Sep 06, 2019 8:53 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 8512

Re: Friday Facts #311 - New remnants 3

When spotlighting Industrial Revolution "boring vanilla" was used a couple of times in reference to certain aspects of gameplay. Will the devs then be addressing those "boring vanilla" parts before 1.0?
by doktorstick
Tue Aug 06, 2019 12:39 pm
Forum: Not a bug
Topic: [0.17.58] Fix CTRL-C and CTRL-X to activate on keydown
Replies: 7
Views: 336

Re: [0.17.58] Fix CTRL-C and CTRL-X to activate on keydown

Okay, well, thanks for hearing me out. Cheers.
by doktorstick
Tue Aug 06, 2019 12:25 pm
Forum: Not a bug
Topic: [0.17.58] Fix CTRL-C and CTRL-X to activate on keydown
Replies: 7
Views: 336

Re: [0.17.58] Fix CTRL-C and CTRL-X to activate on keydown

I made a mistake w/ SHIFT-CLICK point, which unfortunately in Internet discussions, allows everything else to be ignored.

The UI still lies.
by doktorstick
Tue Aug 06, 2019 12:07 pm
Forum: Not a bug
Topic: [0.17.58] Fix CTRL-C and CTRL-X to activate on keydown
Replies: 7
Views: 336

Re: [0.17.58] Fix CTRL-C and CTRL-X to activate on keydown

I understand that, but the behavior isn't consistent nor is it user-friendly. CTRL-C-Click, they for sure aren't trying to insert a fictional item into an entity. When you press and hold ALT-D, the cursor shows the deconstruct operation and the operation is allowed . When you press and hold ALT-U, t...
by doktorstick
Thu Aug 01, 2019 12:21 pm
Forum: Ideas and Suggestions
Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
Replies: 7
Views: 161

Re: Allow the "Q" picker over the "Crafting" items to select a ghost

wobbycarly wrote:
Thu Aug 01, 2019 11:04 am
This setting already exists in 0.17
As BlueTemplar said, that setting allows #4 to work. It does not allow you to select an item from the "Crafting" menu as a ghost.
by doktorstick
Wed Jul 31, 2019 3:17 pm
Forum: Ideas and Suggestions
Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
Replies: 7
Views: 161

Re: Allow the "Q" picker over the "Crafting" items to select a ghost

You can actually set an item on the hotbar even if you don't have it (click an empty slot or middle-click to clear a filled one). Then, in the settings somewhere, is an option that I believe is off by default that will let you use those items from the hotbar to place ghosts even if you don't have o...
by doktorstick
Tue Jul 30, 2019 10:17 pm
Forum: Ideas and Suggestions
Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
Replies: 7
Views: 161

Allow the "Q" picker over the "Crafting" items to select a ghost

Howdy. Often I don't have items and want to place ghosts to be placed by robots in the network. My current choices are: 1) Craft the item and then place ghosts; 2) Scroll around radar range and find the items, CTRL-C and place them; 3) Add them to my "Logistics", wait for the items to be delivered, ...
by doktorstick
Fri Jul 26, 2019 1:56 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 217275

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

What is the critter that burns down your tank's shields in 0 seconds flat and the continues to burn you until your tank explodes. It's a green fire and lasts forever . I don't know how to mitigate this. I'm guessing it's stacking from multiple enemies, but without any counter, it's a bit of a repeat...
by doktorstick
Thu Jul 25, 2019 11:59 am
Forum: Not a bug
Topic: [0.17.58] Fix CTRL-C and CTRL-X to activate on keydown
Replies: 7
Views: 336

[0.17.58] Fix CTRL-C and CTRL-X to activate on keydown

Howdy. If you press and hold CTRL-C or CTRL-X and start left-click dragging the mouse, it cancels the operation even though the picker is indicating the correct operation. And for what it's worth, I haven't noticed other operations being pedantic with the release of the key-combo, such as ALT-D LEFT...
by doktorstick
Mon Jun 24, 2019 9:26 pm
Forum: Ideas and Suggestions
Topic: Check for updates before cropping sprites
Replies: 2
Views: 169

Re: Check for updates before cropping sprites

Not only this, but loading a tons of mods just to be presented with an update dialog is a bit irritating. * Thread the startup to check for update while loading mods, etc.; * Immediately present "Update" dialog if a new update is available; * Continue loading toward the main menu even if no option i...
by doktorstick
Wed Jun 19, 2019 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.50] Excessive amount of time to shutdown (increases with memory use)
Replies: 6
Views: 1920

Re: [0.17.50] Excessive amount of time to shutdown (increases with memory use)

I was able to pull this together during lunch. The attachments follow: - The log file. - The savegame, not because the save is needed to show the problem, but it will provide you with the ability to sync to my mods and settings. I'm assuming that the "sync settings" will do the proper thing--I alway...
by doktorstick
Wed Jun 19, 2019 1:48 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.50] Excessive amount of time to shutdown (increases with memory use)
Replies: 6
Views: 1920

Re: [0.17.50] Excessive amount of time to shutdown (increases with memory use)

Alright, it'll have to wait until this evening (CST), but here's a quick screenshot of the 20 GB settings. It's not "Levels" as I wrote; it's "Tiers". I realized that Bob's Enemies is also installed and added to the lists as well. I don't know if that would matter for this, though. https://www.dropb...
by doktorstick
Wed Jun 19, 2019 12:26 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 31
Views: 3781

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

Thanks for the explanation re: evolution factor. I've started a 0.17 NDay /w Rampant (10 levels / 10 variations) and I was wipe last night by a wave that had medium/titan fire spitters. The pollution overlay is a very, very light pink; I had to do a double-take to even see it. My power use is about ...
by doktorstick
Tue Jun 18, 2019 9:46 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.50] Excessive amount of time to shutdown (increases with memory use)
Replies: 6
Views: 1920

[Rseding91] [0.17.50] Excessive amount of time to shutdown (increases with memory use)

Howdy. I installed Rampant mod and set the levels to 10 and variations to 20. Using process explorer, I observed that once the game launched, it consumed near 20GB of RAM. I changed the settings to 10/10, which are startup option, so it had to relaunch the game. It took several minutes for the game ...
by doktorstick
Tue Jun 18, 2019 9:39 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 31
Views: 3781

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

I've started a 0.17 NDay /w Rampant (10 levels / 10 variations) and I was wipe last night by a wave that had medium/titan fire spitters. The pollution overlay is a very, very light pink; I had to do a double-take to even see it. My power use is about 3MW (two of which are radars). The only research ...
by doktorstick
Mon Jun 17, 2019 9:38 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 31
Views: 3781

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

I've already suggested adding a toggle to disable any evolution changes from occurring or disabling that function while Pitch Black is installed. Pitch Black operates on the principle of increasing and decreasing evolution based on time of day or random events. It needs full control over evolution ...
by doktorstick
Thu Jun 13, 2019 7:07 pm
Forum: PyMods
Topic: World Generation Settings question
Replies: 8
Views: 555

Re: World Generation Settings question

Marconos wrote:
Tue Jun 11, 2019 9:58 pm
Edit: Oh, and with the change with or without RSO is preferred????
Indeed. If I can reduce the number of mods I have, the better.
by doktorstick
Sun May 19, 2019 3:34 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 289
Views: 58555

Re: [0.17+] Space Exploration WIP

They already are if it falls within construction range. Does it need to be limited to that? I can see not marking for deconstruction until you've research construction robots. I run over to some tracks or an outpost smashed by meteors and my personal robots replace/repair what's need and then I hav...
by doktorstick
Wed May 15, 2019 3:40 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 289
Views: 58555

Re: [0.17+] Space Exploration WIP

Suggestion: If a meteor damages a player-faction entity, mark the meteor for destruction so bots can dispose of it.
by doktorstick
Sun May 05, 2019 7:17 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 289
Views: 58555

Re: [0.17+] Space Exploration WIP

I have a suggestion re: robot attrition. Personally, I'm playing with the defaults, and as I understand it, you added it so exploration to other moons/planets didn't immediately turn into bot-bases. My suggestion is this: add gravity to moons and planets. Nauvis is the baseline; no attrition. Bodies...

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