Search found 169 matches

by cbhj1
Sun Nov 10, 2024 2:10 pm
Forum: Ideas and Suggestions
Topic: Decouple directional cursor from player sprite (controller input)
Replies: 0
Views: 59

Decouple directional cursor from player sprite (controller input)

I've been playing Space Age on my Steam Deck and ever since getting the Mech Armor I've been having trouble with precision targeting. Scenario: Run up to a chest to open it, step on something that triggers the flight and the cursor goes up with the character as well as bobbing in hover. This bobbing...
by cbhj1
Sun Oct 20, 2024 6:11 pm
Forum: General discussion
Topic: Space Age general Questions
Replies: 144
Views: 33495

Re: Space Age general Questions

Steam DLC page shows "This game plans to unlock in approximately 16 hours" at this time
by cbhj1
Thu Oct 03, 2024 10:48 pm
Forum: Fan Art
Topic: Lego Inserter
Replies: 3
Views: 1815

Re: Lego Inserter

I approve of your plastic production.
by cbhj1
Sun Feb 11, 2024 1:29 pm
Forum: Technical Help
Topic: [1.1.104] Strange paving behavior
Replies: 3
Views: 572

Re: [1.1.104] Strange paving behavior

The way the mouse jumps around at the beginning it looks like a touchscreen of some sort is involved.
by cbhj1
Tue Dec 19, 2023 1:36 am
Forum: Technical Help
Topic: [1.1.100][steamdeck] Cannot move the character when any community layouts
Replies: 3
Views: 3236

Re: [1.1.100][steamdeck] Cannot move the character when any community layouts

Might need to set it to KB and mouse in the settings ingame.
by cbhj1
Thu Feb 23, 2023 8:02 pm
Forum: Technical Help
Topic: Savegame vs autosave size difference
Replies: 13
Views: 2247

Re: Savegame vs autosave size difference

The compression ratio for the game state is going to vary from tick to tick with the sheer number of entities and states within. The sea of bytes is not always going to be optimally compressed as compatibility with the algorithm waxes and wanes.
by cbhj1
Wed Feb 22, 2023 2:26 pm
Forum: Gameplay Help
Topic: unable to connect overground pipes + workaround [win11,1.1.76]
Replies: 5
Views: 1484

Re: unable to connect overground pipes + workaround [win11,1.1.76]

Connected fluid inputs and outputs set the fluid type on the pipe when the recipe is set, regardless of the actual volume of that fluid.
by cbhj1
Mon Jan 30, 2023 9:43 pm
Forum: Technical Help
Topic: Ubuntu, Steam, crash on start, no log file
Replies: 11
Views: 4753

Re: Ubuntu, Steam, crash on start, no log file

I'd start by asking how Factorio and possibly Steam were installed, then verifying the files with Steam.
by cbhj1
Thu Jan 12, 2023 3:52 pm
Forum: Not a bug
Topic: [1.1.74] Placing ghost underground pipe, drone place wrong direction
Replies: 5
Views: 1237

Re: [1.1.74] Placing ghost underground pipe, drone place wrong direction

Undergrounds when placed swap the direction in hand for the next, your shift is placing one, then your click is placing the opposite, overwriting the first ghost.

if you want to place several of one direction in a row, use copy and paste.
by cbhj1
Wed Jan 04, 2023 9:13 pm
Forum: Questions, reviews and ratings
Topic: Industrial Revolution 3 -Ore washing and incinerators
Replies: 6
Views: 5055

Re: Industrial Revolution 3 -Ore washing and incinerators

Acid washing is another consideration, focusing more on the secondary rather than the primary ore. Just gotta remember that even after researching the new, the old techs are still available.
by cbhj1
Sun Jan 01, 2023 8:28 pm
Forum: Minor issues
Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
Replies: 11
Views: 2393

Re: can't setup relative grid offset if blueprint contains rails

Rails are locked to the global grid in 2x2 pieces, any blueprints with rails have to be locked to the same 2x2 grid spacing to be valid.
by cbhj1
Sat Dec 17, 2022 11:48 pm
Forum: Technical Help
Topic: [1.1.72] Incorrect mod update procedure
Replies: 5
Views: 1104

Re: [1.1.72] Incorrect mod update procedure

Activating added dependencies when the requesting mod is updated, but not active (already in the installed list, but deactivated) is a place where quality of life could be improved. Having added dependencies install, but active status match the requesting mod would be better in my eyes.
by cbhj1
Fri Dec 09, 2022 2:19 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] Removing the last stop of a train schedule does not free the train limit slot.
Replies: 4
Views: 1844

Re: [1.1.74] Removing the last stop of a train schedule does not free the train limit slot.

Looks like the train is still occupying the station block, does it still occur if the train is not in that rail block?
by cbhj1
Tue Nov 29, 2022 1:53 pm
Forum: Technical Help
Topic: [1.1.72] Steam Deck low resolution in docked Gaming Mode
Replies: 4
Views: 7829

Re: [1.1.72] Steam Deck low resolution in docked Gaming Mode

Steam Deck has an option in the game properties for adjusting the resolution, this is the likely cause. In Steam open up the properties for the game and it should be on the general tab.
by cbhj1
Sat Oct 29, 2022 9:14 pm
Forum: Not a bug
Topic: [1.1.70] Poor performance when large quantities of spidertrons congregate in one location
Replies: 2
Views: 1089

Re: [1.1.70] Poor performance when large quantities of spidertrons congregate in one location

I get the feeling they are all trying not to step on each other's toes, that is a lot of feet.
by cbhj1
Thu Oct 27, 2022 5:41 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.70] Audio imbalances, EVERYWHERE
Replies: 9
Views: 4350

Re: [Donion] [1.1.70] Audio imbalances, EVERYWHERE

did a bit of testing with the radar, the heavy right channel whir never pans left of center, just fades out on the right side without moving to the left with the radar
by cbhj1
Wed Oct 26, 2022 12:26 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.70] Audio imbalances, EVERYWHERE
Replies: 9
Views: 4350

Re: [Donion] [1.1.70] Audio imbalances, EVERYWHERE

This thread made me curious, so I opened the radar.ogg file in audacity, the motor whirring is right heavy. Makes me wonder why the sound effects are stereo to begin with which carries positional info. If they are just attenuated based on distance, you get cases like this where the audio and image d...
by cbhj1
Wed Sep 21, 2022 12:52 pm
Forum: Modding help
Topic: make this GUI element respect mine-ability? Or hide it entirely?
Replies: 9
Views: 2509

Re: make this GUI element respect mine-ability? Or hide it entirely?

Another wrinkle in what you describe is the same scanning can be done with a miner in hand. Even being able to place them off ore, their placement gui for expected resources will be the next snag.
by cbhj1
Fri Sep 09, 2022 2:01 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 55685

Re: Industrial Revolution 2 discussion

No mistake, the ratio of gem to ore is harsh, like .7% per mining cycle on the tile that has gem, the miner also goes to all the other tiles under it as well reducing the observed output even further.

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