Search found 17 matches

by TK_Neg
Sun Feb 26, 2023 1:37 pm
Forum: Not a bug
Topic: [1.1.76] Splitters not replaced with belt quick replacement?
Replies: 0
Views: 464

[1.1.76] Splitters not replaced with belt quick replacement?

Not sure if this is intended behavior or not, but it's been striking me as very unintuitive when you drag to replace belts and splitters are left unchanged.

https://cdn.discordapp.com/attachments/ ... hOwclQ.mp4
by TK_Neg
Sat Jan 09, 2021 10:07 pm
Forum: Ideas and Suggestions
Topic: Toggle individual Personal Request slots on/off?
Replies: 0
Views: 609

Toggle individual Personal Request slots on/off?

I don't always need to be a walking arsenal of rockets, shotgun shells, and turrets. I'd like to be able to disable specific personal logistics slots on the fly so I'm not bombarded with unwanted bots the second I walk into roboport range. It seems like that could be a natural addition to the middle...
by TK_Neg
Fri Aug 23, 2019 10:04 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 111828

Re: Friday Facts #309 - Controversial opinions

"Weapons shouldn't lock on" I've looked at the gifs on Klonans mod and think that all the bullets having travel time could be a nice change, were something like that to be implemented. "Biters should be more aggressive, and probe your defenses" 100% agree with this. I enjoy figh...
by TK_Neg
Mon Mar 18, 2019 1:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Error Chunk.cpp:682: Trying to make chunk at unreasonable position [-262083, -262104]
Replies: 2
Views: 2167

[0.17.14] Error Chunk.cpp:682: Trying to make chunk at unreasonable position [-262083, -262104]

https://drive.google.com/file/d/14Iu85HeTZeiL6qXe6Id_YAs-5rLemtiJ/view?usp=sharing save https://drive.google.com/file/d/1Kh2mm0ZdrshoLT7BYpsLCKEo9_B06PkP/view?usp=sharing log, Rampant 17.8 version https://drive.google.com/file/d/1klNsLackkxFVvF2drSbk0vygD4ldc5B2/view?usp=sharing log, Rampant 17.9 ve...
by TK_Neg
Sun Mar 10, 2019 4:07 pm
Forum: Ideas and Suggestions
Topic: In regards to specifying a constant number
Replies: 1
Views: 979

In regards to specifying a constant number

Any way that you guys could add an up/down arrow? Specifying 2s of inactivity on trains is kinda annoying, lol. (Is a lefty and remaps EVERYTHING.) If it went up and down in the same increments that the current slider bar did that'd also be great. Places I see the slider bar and would also want the ...
by TK_Neg
Thu Jul 12, 2018 12:43 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Health bar on huge entities displayed incorrectly
Replies: 1
Views: 2726

[0.16.51] Health bar on huge entities displayed incorrectly

I've a modded structure that is 17x18 in my game, and whenever it takes damage the health bar displayed does some interesting things. Green bar in the middle of a grey bar, part of the bar's graphic changed to something else entirely, both red and green showing up on either end of the bar with grey ...
by TK_Neg
Fri Dec 22, 2017 1:32 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Replies: 27
Views: 12361

Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug

How many people would rather have devs maintaining this practically irrelevant feature... Part of the information displayed was stacked on itself. Not what I'd consider broken, personally, when there was a second, fully functional display of the same information visible at the same time. And having...
by TK_Neg
Thu Dec 21, 2017 11:57 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Replies: 27
Views: 12361

Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug

Thanks for the report, I solved this bug for the next version by removing the feature of disconnecting wagon parts and so this gui won't exist anymore. ...Well this sure seems like the nuclear option for what may have been able to be solved by moving the text above the fluid icons. I don't know spe...
by TK_Neg
Thu Jun 08, 2017 12:30 pm
Forum: Releases
Topic: Version 0.15.19
Replies: 19
Views: 20989

Re: Version 0.15.19

Is there a chance we could get an option to have the game start in maximized windowed mode?
I'll echo this request.
by TK_Neg
Wed May 24, 2017 12:54 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18094

Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance

Rapid discharge accumulators would be nice for those using a mostly vanilla mod pack. Otherwise a person could probably pick up Bobs or something else, I'd imagine. Speaking of bobs mods and regarding the case where copper wires are treated as a single circuit: bobs throws in different types of wire...
by TK_Neg
Mon May 22, 2017 5:54 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18094

Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance

Looks like I'll need to try updating my server and seeing if that fixes the desync problem. I didn't realize I was running an older version at the time - it was current when it started :)
by TK_Neg
Sun May 21, 2017 8:36 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18094

Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance

Multiplayer desync and failure to reconnect after six attempts. Happened immediately when I connected a red wire from a big pole to a transformer.

The mods in use: https://u.nya.is/lvaavd.zip
The desync report(contains maps): https://u.nya.is/cydakk.zip

Hope this helps!
by TK_Neg
Sat May 20, 2017 11:07 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18094

Re: [MOD][WIP .15] High Voltage 0.0.5 : Energy over distance

Bug report, I suppose? Deconstruction planner and bots both are unable to interact with the unpowered small wooden poles, or ' Unknown Key:"entity-name.small-electric-pole-disabled" '. works just fine if they do have power though. I'm not far enough along that I can test with the bigger po...
by TK_Neg
Sat May 06, 2017 9:57 am
Forum: Resolved Problems and Bugs
Topic: [for 0.16] [0.15.4] Fairly serious framerate issues
Replies: 41
Views: 17896

Re: [0.15.4] Fairly serious framerate issues

An update to what I had posted earlier: it only seems to affect me in multiplayer games, even when the server is literally sitting four feet behind me. I'd attribute it to lag time, but I'm not 100% certain that's the case. If I'm in a single player game though, the game runs perfectly. I don't thin...
by TK_Neg
Tue May 02, 2017 2:30 am
Forum: Resolved Problems and Bugs
Topic: [for 0.16] [0.15.4] Fairly serious framerate issues
Replies: 41
Views: 17896

Re: [0.15.4] Fairly serious framerate issues

Copypasta'd, VRAM added to bottom.


intel i7-6700K 4.00GHz
M.2 Hard Drive
32gb ram
Nvidia GeForce GTX 980M
4gb VRAM, plus 4gb shared system memory according to the properties menu.
by TK_Neg
Sun Apr 30, 2017 6:21 pm
Forum: Resolved Problems and Bugs
Topic: [for 0.16] [0.15.4] Fairly serious framerate issues
Replies: 41
Views: 17896

Re: [0.15.4] Fairly serious framerate issues

I've also been having issues since the 15.1 patch on both normal and high sprite resolution settings, high Vmem. I get some kind of framerate stuttering or noticeable drop in smootheness that happens seemingly whenever the notion occurs to it: low zoom, high zoom, in trees, in factory, riding the tr...

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