Search found 185 matches

by Omnifarious
Mon Sep 09, 2019 12:42 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 634
Views: 57965

Re: [MOD 0.17+] Industrial Revolution (WIP)

There's nothing in the EULA to prevent it as far as I know. I did experiment with Patreon but their model implies an ongoing commitment to work on something and it didn't really feel appropriate. If I could find a way to take one-off donations without broadcasting my real-world identity I'd be all ...
by Omnifarious
Fri Aug 16, 2019 11:28 am
Forum: Resolved Problems and Bugs
Topic: [0.17.65] Lab GUI research doesn't change when research changes
Replies: 1
Views: 387

[0.17.65] Lab GUI research doesn't change when research changes

If you have the GUI for the lab open when the research changes, the research showing in the lab GUI doesn't change. If you close the lab GUI and re-open it again, it does change. This can be easily caused with the research queue.

KoS originally discovered this bug on her "Winds of Change" series.
by Omnifarious
Wed Aug 14, 2019 4:15 pm
Forum: Releases
Topic: Version 0.17.65
Replies: 32
Views: 6288

Re: Version 0.17.65

KoS found a bug that I suspect would be simple to fix... If the research queue is active and a new research starts while you have the lab gui open, the icon for the current research in the lab GUI isn't updated. I haven't tested, but I suspect that in multiplayer you could make the same thing happen...
by Omnifarious
Sat Jul 27, 2019 8:35 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 11844

Re: Version 0.17.59

My point is that they are still more likely to try and get as much such game affecting things in before the first stable. (For instance there were hardly any such changes between the last two 0.16 stables : funnily enough, the most "controversial" change was the change for battery graphics, which t...
by Omnifarious
Sat Jul 27, 2019 4:03 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 11844

Re: Version 0.17.59

You might have had a point if at least one stable 0.17 had already been released... (EDIT: I'm suspecting that they are wrapping up for it, and considering what kind of big changes they have to do now - considering that the next opportunity will be only in 0.18...) Based on their communications, I'...
by Omnifarious
Fri Jul 26, 2019 12:38 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 11844

Re: Version 0.17.59

That didn't stop them before, nor is it the proper way to garner trust and support from the community by intentionally ruffling their feathers for "thought experimentation". It was simply a bad call and people called them out on it since this community is passionate about this game they sunk thousa...
by Omnifarious
Wed Jul 24, 2019 7:23 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

I'm fine with some of the other technologies being moved behind blue science, and I think rocket fuel should be there too. It feels too powerful to get it with just red and green science. It's caused me to avoid doing anything significant with trains until I've researched it. Moving it behind blue ...
by Omnifarious
Wed Jul 24, 2019 4:19 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

Surprise surprise though, the solution is already here. Construction Drones, a wonderful mod by *cough* a dev *cough*, unlocks this automation early, although probably too early. I propose having an early con bot like the construction drones unlockable, not at red science as in the mod, but in the ...
by Omnifarious
Tue Jul 23, 2019 5:56 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

"understanding fluid backup is the key to efficiency, not the key to progression" - well put, good point. Though I see the solution differently. How about this: make all 3 outputs somewhat independent of each other: whenever at least one of the outputs reaches 0, then refinery takes another portion...
by Omnifarious
Tue Jul 23, 2019 4:41 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

(this is not to say I completely agree with the change (well, I mostly do), and I may be biased because I've never used coal liquefaction and don't really care about getting solid fuel until it's strictly required, and always struggled with my base dying when light & heavy oil backed up since it ha...
by Omnifarious
Tue Jul 23, 2019 3:51 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

You didn't read hard enough. They returned obstacle avoidance for rail building. A feature I sorely miss, as well as many other people. As they figured out before the FFF and even in a release before the FFF. Figures. No, the change to bring back obstacle avoidance has not yet been released. Yes, K...
by Omnifarious
Tue Jul 23, 2019 2:02 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

In this very same FFF we see a change reversed as the result of past feedback. They reverted nothing. they just added pause ticks again. You didn't read hard enough. They returned obstacle avoidance for rail building. A feature I sorely miss, as well as many other people. I've been critical of the ...
by Omnifarious
Mon Jul 22, 2019 6:37 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

Another reason why the oil change is bad: Set up a line of refineries, all next to each other. Run a solid pipe all along each side of the line. The new recipe encourages this. Try to change the recipe to advanced refining. **You won't be allowed to!** You'll get a random message about not allowing...
by Omnifarious
Sat Jul 20, 2019 3:51 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

This still raises the question of "what is the refinery even doing at this point?" What's the point of passing it through the refinery just to output one fluid? If we go this way, I suggest it's better to just eliminate crude oil, pull heavy oil directly from the ground, make cracking available as ...
by Omnifarious
Sat Jul 20, 2019 2:33 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

Make basic only output heavy oil, and make cracking available with basic oil processing! This makes access to plastic require cracking plants allowing players to familiarize themselves with the recipes used to balanced advanced oil processing before they are required to prevent complete blockages. ...
by Omnifarious
Sat Jul 20, 2019 2:30 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

I'm not sure that this would have the effect you hope. Many players, especially new, don't think in terms of efficiency, but rather what's easier. And what's easier? Setting up more pump jacks and copy/pasting their existing basic setup, or upgrading to the complexities of advanced oil (which would...
by Omnifarious
Sat Jul 20, 2019 2:13 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 41057

Re: Friday Facts #304 - Small bugs; Big changes

I'm really like that you added the obstacle avoidance back in. But you knew that already. :-) And I love the glowing laser change, it looks gorgeous. I used the glowing laser mod nearly immediately when it came out. It'll be nice to drop it even though I'll miss (just a little) the diso laser colors...
by Omnifarious
Wed Jul 17, 2019 9:06 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 11742

Re: Version 0.17.58

I don't *know* this is what happened, but as a developer who sometimes turns off features: you expect there to be a million people ignoring the announcements ahead of time, then screaming the day you turn it off... ...and two weeks later, silence, because nobody really misses the feature after all....
by Omnifarious
Wed Jul 17, 2019 12:10 am
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 11742

Re: Version 0.17.58

kovarex wrote:
Tue Jul 16, 2019 10:54 pm
Ok, you convinced me.
I added a "Build with obstacle avoidance" control settings entry. CONTROL + Left mouse click is default value.
Yay! Thank you!
by Omnifarious
Tue Jul 16, 2019 7:18 pm
Forum: Releases
Topic: Version 0.17.58
Replies: 53
Views: 11742

Re: Version 0.17.58

Enabling the obstacle avoidance is super easy to do, we just didn't find any practical way to control it. (Options is weird, shortcut bar is weird, another control feels clumsy). If there are enough of people wanting that, we could make some obscure option or command for that. +1 (and an extra +1 f...

Go to advanced search