Search found 20 matches
- 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.
- 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 ...
- 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.
- 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...
- 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...
- 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:
- 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 ...
- 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...
- 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:
When zooming in, these go away:
Attached is the log.
When running with the UI zoomed out, I see some extra graphics:
When zooming in, these go away:
Attached is the log.
- 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...
- 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 ...
- 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.
- 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...
- 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.
- 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.
- 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...
- 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...
- 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?
If I have productivity modules installed, does the extra "production" give you a new chance?
- 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...
- 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...