Search found 29 matches

by utoxin
Thu Mar 12, 2020 12:27 pm
Forum: Technical Help
Topic: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
Replies: 2
Views: 157

Re: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]

Is this something worth posting as a bug? (I originally posted this topic as a bug, I thought, but it apparently got moved to this forum.)

To me, it definitely feels like it qualifies.
by utoxin
Thu Mar 12, 2020 3:28 am
Forum: Technical Help
Topic: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
Replies: 2
Views: 157

Re: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]

I might have figured out a work-around for this, but it's odd to me that it isn't a problem if I go back to 0.16. I turned the polling rate on my mouse down from either 500 or 1000 hz, to 125 hz, and the input hangups went away. So it looks like sometime in the 0.17 development history, they switche...
by utoxin
Thu Mar 12, 2020 3:06 am
Forum: Technical Help
Topic: Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]
Replies: 2
Views: 157

Key Up/Down Events Queued While Mouse Is Moving [0.17 - 0.18]

I've been doing some work to try and track down an odd input issue I've been having. Basically, while my mouse is moving, all key up/down events seem to get queued up and not processed until the mouse stops moving. This has been happening since sometime in the 0.17 version history, but does not occu...
by utoxin
Thu Jan 30, 2020 5:28 pm
Forum: Mods
Topic: MINI MODS
Replies: 49
Views: 16450

Re: MINI MODS

Are there plans to update Production Scrap 2 to 0.18? It's the last mod I need to update my current save.

Nevermind. I had apparently fumbled my reading comprehension roll. This is just a compilation thread. I'll PM the author.
by utoxin
Fri Oct 26, 2018 3:45 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 76360

Re: Friday Facts #266 - Cleanup of mechanics

On the topic of eliminating unnecessary complexity - there was a proposal on reddit to round belt throughputs to 15/30/45 ( link ). What do you think about it? We can't do that easily actually. The movement of items on belts is 1 pixel per tick, and if you change it to something else than the multi...
by utoxin
Thu Sep 06, 2018 11:48 pm
Forum: Logistic Train Network
Topic: How to handl fluids at depot?
Replies: 36
Views: 5051

Re: Feature request: depot

Just read the output of the train stop itself, use that to set the signal just past the station to red, and trigger the alarm.
by utoxin
Sat Jan 27, 2018 12:10 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 375
Views: 68945

Re: ModMyFactory - mod manager and more

That appears to resolve my problems. Thanks!
by utoxin
Fri Jan 26, 2018 2:44 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 375
Views: 68945

Re: ModMyFactory - mod manager and more

Any word on when the hotfix will come out?
by utoxin
Sat Jan 20, 2018 3:15 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 375
Views: 68945

Re: ModMyFactory - mod manager and more

Droneboat wrote:Hey
i recently started getting error every time i try to update mods
added crash log
I reported this crash on github as well. I'm pleasantly surprised to see a response from the dev here. I had started to think the tool was dead.
by utoxin
Fri Aug 18, 2017 11:09 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] Arithmetic Combinator: First input can't set constant
Replies: 5
Views: 3367

[Twinsen] Arithmetic Combinator: First input can't set constant

The second input of the arithmetic combinator allows you to set a constant. The first input does not. This means that for certain operations, you have to use a constant combinator to put the constant you need into a signal, and read that in the first input. For example, if I want to do the operation...
by utoxin
Sun May 28, 2017 2:27 pm
Forum: Not a bug
Topic: Rocket Silo Stats not tracking anything but satellites
Replies: 1
Views: 636

Rocket Silo Stats not tracking anything but satellites

I've launched several fish in one of my playthroughs, and the Rocket Silo Stats modal still only shows how many satellites I've launched, with no mention of the wonderful fish who gave their lives for science.
by utoxin
Thu May 18, 2017 8:42 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 30868

Re: Version 0.15.12

tk0421 wrote:either there was an undocumented nerf to nuclear power and teperatures, or something in todays release broke it...

cannot keep up temps at all. steam boils off and and factories die...
Did you play much in 0.15.11? There were some changes to heat pipes yesterday.
by utoxin
Thu May 11, 2017 9:46 pm
Forum: General discussion
Topic: Accessing the new tutorials when I need them
Replies: 5
Views: 711

Re: Accessing the new tutorials when I need them

Chain signal before crossing, normal signal after. Chain signal relays the normal signal forward, and will prevent a train from stopping /in/ the crossing.
by utoxin
Thu May 11, 2017 8:24 pm
Forum: General discussion
Topic: .15 Expensive Recipe Science costs are inconsistent.
Replies: 12
Views: 2364

Re: .15 Expensive Recipe Science costs are inconsistent.

People, you're missing the point that he's mostly talking about the Expensive Recipes setting, and the fact that the packs have wildly varying costs on that setting, because of the various ingredients. :)
by utoxin
Thu May 11, 2017 3:50 pm
Forum: Releases
Topic: Version 0.15.10
Replies: 90
Views: 35941

Re: Version 0.15.10

mophydeen wrote:I'm using nuclear and heat exchangers for CL. You're saying it's also working with normal boilers?
All it needs is 'Steam', not a particular temperature of steam, so yes, it will work with normal boilers.
by utoxin
Tue May 09, 2017 5:01 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 8048

Re: 0.15 Oil Rebalancing - Too Far?

Another possible solution, since at least a few of us who have had 'too much' oil have been playing expensive recipes, is to raise the oil costs of one or two of the oil products (when using expensive recipes), so that they cost more, just like the metals do. Maybe Plastic and Sulphur? Or even just ...
by utoxin
Tue May 09, 2017 4:29 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 8048

Re: 0.15 Oil Rebalancing - Too Far?

Don't forget to factor in the randomness of map generation. Those of you who feel oil was too plentiful, how many new maps have you played since 0.15 came out? Oil availability had been a fairly common complaint here on the forums, so I can see why they tweaked the numbers to be higher. You always ...
by utoxin
Tue May 09, 2017 4:12 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 8048

Re: 0.15 Oil Rebalancing - Too Far?

It sounds like my experience is relatively common. I still like my proposed solution. Don't touch the current starting output, spawn rate, or depletion rates. Just change the 20% in the 'minimum' calculation to 10%. Results in a lower final output, but still has the higher output initially, and with...
by utoxin
Tue May 09, 2017 3:19 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 8048

Re: 0.15 Oil Rebalancing - Too Far?

Interesting that you're also using RSO. I am as well, but I've checked some vanilla worlds, and seen similar richness oil patches, at least for the starting wells, so I didn't consider it relevant to the discussion. I wonder if the reason me and AcolyteOfRocket don't have problems is the expensive r...
by utoxin
Tue May 09, 2017 2:41 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 8048

0.15 Oil Rebalancing - Too Far?

I've been playing a lot of 0.15, and I'd played a lot of 0.14 as well. While I LOVE most of the changes in 0.15, I think they may have re-balanced oil wells too far in the productivity direction. I've been playing a rail world with expensive recipes and a 2x research multiplier. I'm nearly up to lau...

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