Search found 20 matches

by avaspell
Mon Aug 24, 2020 10:08 pm
Forum: Duplicates
Topic: [1.0.0] Freeplay example graphic uses old beacons.
Replies: 2
Views: 804

Re: [1.0.0] Freeplay example graphic uses old beacons.

I swear I searched for dup before I posted. Thx.
by avaspell
Sun Aug 23, 2020 5:22 pm
Forum: Duplicates
Topic: [1.0.0] Freeplay example graphic uses old beacons.
Replies: 2
Views: 804

[1.0.0] Freeplay example graphic uses old beacons.

I just noticed that when selecting the freeplay, the example graphic for it still shows the old beacons. You probably want to showcase probably one of the coolest entities I've ever seen in this game ( how the modules were integrated into the beacons are visually stunning! ). I'm sure you can slide ...
by avaspell
Mon Jul 01, 2019 3:43 pm
Forum: Releases
Topic: Version 0.17.53
Replies: 8
Views: 10462

Re: Version 0.17.53

If anyone wants to let bobingabout know, looks like some tweaks are needed to Bob's Logistics to deal with the new boxing checks.
by avaspell
Sun Mar 03, 2019 6:38 pm
Forum: Ideas and Suggestions
Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Replies: 31
Views: 7387

Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research

The utility abilities of power armor need to be separated from the military abilities. That could be done with a "power suit" item mark 1 and 2 as a cheaper alternative to power armor. It wouldn't have the defense of power armor and wouldn't accept laser defense or shield modules. Since P...
by avaspell
Thu Feb 28, 2019 5:58 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.1] OSX - Extra Graphics when zoomed out
Replies: 5
Views: 2194

Re: [0.17.1] OSX - Extra Graphics when zoomed out

Same error here on my MacBook Air from late 2013 (intel HD 5000) Appears some doodats (you spell them that way?) are not displayed properly. The same happens with the belt animation at similar zoom levels flickering weirdly with sprites appearing to have similar black borders (not in screenshot). I...
by avaspell
Wed Feb 27, 2019 1:34 am
Forum: Won't fix.
Topic: [0.17.1] GUI Not usable when scaled down in windowed mode
Replies: 6
Views: 2082

Re: [0.17.1] GUI Not usable when scaled down in windowed mode

When I blew the window back up, and things still seemed small, I found the UI scaling customization. However, I think this brings me back up to my old problem, just in reverse:
Screen Shot 2019-02-26 at 8.34.41 PM.png
Screen Shot 2019-02-26 at 8.34.41 PM.png (1.05 MiB) Viewed 2080 times
by avaspell
Wed Feb 27, 2019 1:27 am
Forum: Won't fix.
Topic: [0.17.1] GUI Not usable when scaled down in windowed mode
Replies: 6
Views: 2082

[0.17.1] GUI Not usable when scaled down in windowed mode

So, a while back I asked if we could deal with the problem of GUI dialogs covering each other when I'm running in a windowed mode. This happened most often when looking at my power plants: the performance bar of the plant was often hidden underneath my weapons list. In order to look at all my stats ...
by avaspell
Wed Feb 27, 2019 1:02 am
Forum: Gameplay Help
Topic: [0.17.1] Can't modify quickbar through inventory
Replies: 12
Views: 3149

Re: [0.17.1] Can't modify quickbar through inventory

- I can't seem to find a way to add an item to my quickbar filter through my inventory. You mean other than taking an item in your inventory and clicking it onto the quickbar? Now, while at the same time I feel a bit stupid, at the same time I don't. Having learned all kinds of motion behaviors pla...
by avaspell
Wed Feb 27, 2019 12:42 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.1] OSX - Extra Graphics when zoomed out
Replies: 5
Views: 2194

[posila] [0.17.1] OSX - Extra Graphics when zoomed out

In what is probably a string of "yes, the Iris Pro on this MBP sucks" posts....

When running with the UI zoomed out, I see some extra graphics:
Screen Shot 2019-02-26 at 7.01.30 PM.png
Screen Shot 2019-02-26 at 7.01.30 PM.png (9.77 MiB) Viewed 2194 times
When zooming in, these go away:
Screen Shot 2019-02-26 at 7.01.33 PM.png
Screen Shot 2019-02-26 at 7.01.33 PM.png (8.03 MiB) Viewed 2194 times
Attached is the log.
by avaspell
Wed Feb 27, 2019 12:22 am
Forum: Gameplay Help
Topic: [0.17.1] Can't modify quickbar through inventory
Replies: 12
Views: 3149

[0.17.1] Can't modify quickbar through inventory

So, just starting a freeplay in .17, in .16 the quickbar included my starting inventory I could reference quickly to build. I see 2 problems here: - The game doesn't start with a Burner Miner and Furnance in the quickbar filter. Why not? Other than mining trees that's really the first 2 actions I do...
by avaspell
Wed Feb 27, 2019 12:12 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36803

Re: Version 0.17.1

Just as an FYI ( I'll re-download ), when clicking on the update with the updater, the update does NOT download, the game just restarts and asks me to re-download again. See my earlier reply, is it the same error? I can choose not to update, and game loads to Main Menu. However, choosing to update ...
by avaspell
Tue Feb 26, 2019 11:05 pm
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36803

Re: Version 0.17.1

Just as an FYI ( I'll re-download ), when clicking on the update with the updater, the update does NOT download, the game just restarts and asks me to re-download again.
by avaspell
Fri Jan 25, 2019 6:56 am
Forum: General discussion
Topic: Did no one else notice massive nerf of tank in 0.17?
Replies: 102
Views: 35407

Re: Did no one else notice massive nerf of tank in 0.17?

Well, since we're talking about the tank.... :) I've run a few games where I've went tanking, and while I think that the SMG nerf is probably a good idea, I would hope that the tank gets more "longevity". While I've played through with quite a few canon upgrades and see the power of the ca...
by avaspell
Sat Jun 10, 2017 5:11 pm
Forum: Not a bug
Topic: [0.15.19] Burner inserter works if powered by electricity
Replies: 3
Views: 1562

Re: [0.15.19] Burner inserter works if powered by electricity

Let me revise: my inserters just ran out of gas. However, it appears that the inserter has some time of initial power when I put it down, so it will do some work before running out of fuel. This still seems quite odd.
by avaspell
Sat Jun 10, 2017 5:09 pm
Forum: Not a bug
Topic: [0.15.19] Burner inserter works if powered by electricity
Replies: 3
Views: 1562

[0.15.19] Burner inserter works if powered by electricity

I'm like 90% sure this is a bug, but if I put a burner inserter into a powered area, it works without requiring fuel. If this is true, that means that normal inserters are essentially useless except for chain builds.
by avaspell
Thu Jun 08, 2017 4:49 pm
Forum: Balancing
Topic: Rail World less "raily" than a normal game
Replies: 5
Views: 8393

Re: Rail World less "raily" than a normal game

"Railworld" really feels more like "Less Resources Further Away" mode but i get the idea is for long distance trains. In practice it doesn't lend as well to LOTS of trains but IDK if this is really a problem. See, intuitively I think of "rail world" as a map that encou...
by avaspell
Thu Jun 08, 2017 5:46 am
Forum: Balancing
Topic: Rail World less "raily" than a normal game
Replies: 5
Views: 8393

Rail World less "raily" than a normal game

So, with .015 I started with a normal map and then in my second game selected the "Rail World" scenario. What I found is that while Rail world encourages researching trains early, it actually encourages less overall train usage. The main issue is that resources are _so_ plentiful with Rail...
by avaspell
Tue May 23, 2017 6:05 pm
Forum: Ideas and Suggestions
Topic: [0.15.x] Need U235 progress indicator for centrifuge
Replies: 3
Views: 1478

Re: [0.15.x] Need U235 progress indicator for centrifuge

Oooh..... well then, time to harvest more uranium. lol

If I have productivity modules installed, does the extra "production" give you a new chance?
by avaspell
Tue May 23, 2017 3:25 pm
Forum: Ideas and Suggestions
Topic: [0.15.x] Need U235 progress indicator for centrifuge
Replies: 3
Views: 1478

[0.15.x] Need U235 progress indicator for centrifuge

So, with the addition of uranium sorting with centrifuges, we now have a new partial resource tracker inside a building. However, I don't have any visual indicator as to what that progress is at. I could be 98.6% creating a U235 pellet and pick up my centrifuge and lose all that progress! If I'm lik...
by avaspell
Mon May 22, 2017 3:59 pm
Forum: Implemented Suggestions
Topic: [ 0.15.12 ] Locos need snap for fluid wagons
Replies: 1
Views: 1323

[ 0.15.12 ] Locos need snap for fluid wagons

So, I ran into a usability problem with using fluid wagons. My typical rail build out order is: - Build train station - Drop loco on tracks - Drop rolling stock behind. - Hook up inserters/pumps. With plain cargo wagons, this recipe works pretty well, especially if I don't need to put a maximum load...

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