Search found 169 matches
- 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...
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
if you want to place several of one direction in a row, use copy and paste.
- 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.
- 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.
- 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.
- 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?
- 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.
- 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.
- 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
- 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...
- Thu Sep 22, 2022 1:10 am
- Forum: Modding help
- Topic: make this GUI element respect mine-ability? Or hide it entirely?
- Replies: 9
- Views: 2509
- 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.
- 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.