Search found 28 matches

by ohmusama
Sat Jan 11, 2020 5:52 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 7731

Re: Friday Facts #329 - Campaign reassessment

Campaign style 1 was how the Supreme Commander campaign worked. Sometimes the map expansion was a surprise as enemies showed up on an unprotected flank or sometimes you were ready for it. Either way I enjoyed that style.
by ohmusama
Sat Jun 01, 2019 9:23 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2640
Views: 342682

Re: Bugs & FAQ

Do we know when angel's infinite ores is going to be compatible with bob's ore's again? Depending on which issue you are talking about, it may already be fixed: ---- Version: 0.8.5 Date: 31.05.2019 Changes: - adjustments to resource generator in cooperation with bobbbingabout ---- Huh, I have 0.8.6...
by ohmusama
Sat Jun 01, 2019 5:21 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2640
Views: 342682

Re: Bugs & FAQ

Do we know when angel's infinite ores is going to be compatible with bob's ore's again?
by ohmusama
Sat Jun 01, 2019 5:19 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 61236

Re: [0.17.x] Bob's Mods: General Discussion

I just updated to

Code: Select all

Angel's Infinite Ores 0.8.6
and still have this problem as well.

I'm stuck I guess until angel updates, or my map is worthless, but I'm only 166 hours in on this one :)
by ohmusama
Wed Apr 03, 2019 3:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.18] Inventory not visible in crafting window (E)
Replies: 19
Views: 913

Re: [0.17.18] Inventory not visible in crafting window (E)

I'm new here, and I'm not sure if this will reopoen this, but I'm experiencing this on 17.24 It happens in 2 cases. when a large inventory is open (like a warehouse) that has many items in it when trying to view a recipe tool tip from the crafting menu, that has enough items to build it. (such as th...
by ohmusama
Fri Mar 29, 2019 8:10 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 9920

Re: Friday Facts #288 - New remnants, More bugs

What if, when a building reaches 25% health it breaks, not functional, shows as damaged, but can still be repaired with repair packs. When it reaches 0% it is destroyed, and remnants are left as today. This allows you to have structures that are effectively dead but still render correctly and work l...
by ohmusama
Fri Nov 30, 2018 11:53 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 16054

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

glex wrote:
Fri Nov 30, 2018 11:38 pm
I was thinking in the box of a physical copy of the game. Something that maybe never happens, but I would love so much to do.
I've already bought this game, clearly, but I'd buy it again if I could have a CE Box with some extra loot. Vinyl model of a Rocket Silo anyone?
by ohmusama
Fri Nov 30, 2018 5:24 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 16054

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

As someone playing FluidWorld, pipe optimizations are greatly welcome!
by ohmusama
Sat Oct 27, 2018 7:26 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 65706

Re: Friday Facts #266 - Cleanup of mechanics

Bring on the changes. From a game design prespective these are good choices and I think more should be done to get to the heart of what this game is. Building a cool big factory. I say this having 3k hours in the game, and having played most of the big mods including yours Bob, and enjoy the added c...
by ohmusama
Fri Jan 12, 2018 7:36 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 133788

Re: Friday Facts #225 - Bots versus belts (part 2)

Emotional rollercoaster indeed. I'm glad that for now you guys have decided not to nerf bots and did give buffs some thought. I really like the last idea provided by V453 and if there is a way to do it without too much trouble I feel that would be great! :) The new splitters options are fantastic! ...
by ohmusama
Mon Dec 11, 2017 5:08 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 31882

Re: Friday Facts #220 - The best Friday Facts ever

Starfox wrote:But you can only order with paypal :-(
Or is this a firefox issue? Are there other payment methods?
I didn't see an alternative (Chrome)

I bought mine.
by ohmusama
Sat Nov 11, 2017 6:12 pm
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 14688

Re: Friday Facts #216 - Paving a path for the GUI update

pleegwat wrote:Well, if you're offering bindings for C#, wouldn't that mean any other .net language would also work?
even f# :)
by ohmusama
Fri Sep 01, 2017 9:21 pm
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 19989

Re: Friday Facts #206 - Workflow optimisation

Niko_Dreamer wrote:This will probably never happen, but it would be cool if underground transport belts could go under other underground transport belts without interfering with the other line.
different kinds can. So you can weave yellow, red, and blue
by ohmusama
Fri Sep 01, 2017 9:08 pm
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 19989

Re: Friday Facts #206 - Workflow optimisation

Non joining pipes confirmed Things like that happen when the composition is created in the graphics editor, and not in the game. Non joining pipes unconfirmed. :( Although I could use to different kinds of pipes that don't connect (except to structures, like pumps, tanks, refineries, etc). Would be...
by ohmusama
Fri Sep 01, 2017 8:56 pm
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 19989

Re: Friday Facts #206 - Workflow optimisation

Formal Rice Farmer wrote:Image
Non joining pipes confirmed
by ohmusama
Tue Aug 01, 2017 4:50 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 22142

Re: Friday Facts #201 - 0.15 Stable, but not really

Despite all the arguing about what is clearly and X Y problem, As a large map player, thank you for any small improvements in save & load times.
by ohmusama
Fri May 05, 2017 10:05 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 35427

Re: Friday Facts #189 - Specifying the 1.0

I think there should be a middle ground between having to automate things that you really need and having to automate things that normally have to be produced in relatively small quantities. One solution is to make a research overhaul in form of being able to make a specialized science pack product...
by ohmusama
Tue May 02, 2017 3:20 pm
Forum: Duplicates
Topic: [0.15.x] Kills UI gets cut off if no kills in last 5s
Replies: 3
Views: 586

[0.15.x] Kills UI gets cut off if no kills in last 5s

Pressing K to open the Kills window, if you have not killed anything in the last 5 seconds, opens the window centered, with no graph. If you then change the time to expand to 1 hour, the Kills UI falls off the screen when the UI scaling is set to >150%. If you have kills within the last 5 seconds, t...
by ohmusama
Fri Apr 28, 2017 4:58 pm
Forum: Releases
Topic: Version 0.15.3
Replies: 58
Views: 26047

Re: Version 0.15.3

Installed 0.15.3 on my server and client this morning and my ups dropped from 60 to 45 in my small new factory. Anyone else with issues on that? Yes, I have slowdown in my multiplayer map as well (even when running in single player) It slows down to 30fps randomly, then slowly kicks back to 60fps. ...
by ohmusama
Fri Apr 28, 2017 4:53 pm
Forum: Releases
Topic: Version 0.15.3
Replies: 58
Views: 26047

Re: Version 0.15.3

Installed 0.15.3 on my server and client this morning and my ups dropped from 60 to 45 in my small new factory. Anyone else with issues on that? Yes, I have slowdown in my multiplayer map as well (even when running in single player) It slows down to 30fps randomly, then slowly kicks back to 60fps. ...

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