Search found 298 matches

by Omnifarious
Fri Aug 07, 2026 5:59 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 33
Views: 3131

Re: Friday Facts #445 - The Biters Bite Back


Any chance while you're at it, to make it so expansion units have to stand where a building is to be built, so that, a, it clearly mutates into the structure, and B, they can't teleport past cliffs?

that said, looks good. and I can just imagine Michel Hendricks having to find a new solution for ...
by Omnifarious
Fri Aug 07, 2026 5:57 pm
Forum: News
Topic: Friday Facts #445 - The Biters Bite Back
Replies: 33
Views: 3131

Re: Friday Facts #445 - The Biters Bite Back

I sort of re-invented "victory poling" except I use walls. And the goal isn't to make an area impossible to expand into, it's just to reduce the probability enough that a different area where I've defended much more heavily is chosen instead.

I like the new behavior. I always thought the really ...
by Omnifarious
Sat Jul 18, 2026 9:08 pm
Forum: Ideas and Suggestions
Topic: Chest output ticks to spoil
Replies: 3
Views: 364

Re: Chest output ticks to spoil

eugenekay wrote: Wed Jul 08, 2026 11:40 pm 118843
Thanks! :-) I hunted for another suggestion like this, and didn't find it. I'm glad you did.
by Omnifarious
Sat Jul 18, 2026 9:07 pm
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 28
Views: 19842

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item

I'm really interested in this as well. IMHO, it should be either "ticks til spoil" or in 10ths of a percent. I would like more precision on this than we get for accumulator charge.
by Omnifarious
Wed Jul 08, 2026 6:05 pm
Forum: Ideas and Suggestions
Topic: Better railgun sound
Replies: 1
Views: 221

Re: Better railgun sound

I wish I were more of a sound engineer. I'd make a mod.
by Omnifarious
Wed Jul 08, 2026 6:04 pm
Forum: Ideas and Suggestions
Topic: Chest output ticks to spoil
Replies: 3
Views: 364

Re: Chest output ticks to spoil

Does anybody have any comments on this?
by Omnifarious
Mon Jul 06, 2026 1:05 pm
Forum: Ideas and Suggestions
Topic: Better railgun sound
Replies: 1
Views: 221

Better railgun sound

TL;DR
The railgun makes a fun sci-fi zappy noise, but in atmosphere, railguns should have a loud crack and a roar.

What?
The railgun sound should be updated to have a crack and a roar instead of a sci-fi gun zappy sound. Possibly preceded by a electric arc noise. For extra points, having it ...
by Omnifarious
Sun Jul 05, 2026 8:13 pm
Forum: Ideas and Suggestions
Topic: Chest output ticks to spoil
Replies: 3
Views: 364

Chest output ticks to spoil

TL;DR
Chests should have an output option parameterized by an item that outputs the lowest time to spoil of any item of that type in their inventory.

What?
Chests allow you to output their inventory. There should be another checkbox that lets you output a "ticks to spoil" timer on a particular ...
by Omnifarious
Thu Jun 25, 2026 11:36 am
Forum: Releases
Topic: Version 2.1.7
Replies: 301
Views: 182944

Re: Version 2.1.7

Prommah wrote: Wed Jun 24, 2026 12:39 am
Omnifarious wrote: Wed Jun 24, 2026 12:13 am Are you absolutely sure you need glibc 2.36?
They explained here: viewtopic.php?p=695277#p695277
Thanks. :-/ Well, that's a bit disappointing to learn. I'm going to have to install something new on my laptop it seems.
by Omnifarious
Wed Jun 24, 2026 12:13 am
Forum: Releases
Topic: Version 2.1.7
Replies: 301
Views: 182944

Re: Version 2.1.7

I have a Pop_OS! 22.04 system, and it still has glibc 2.35. So Space Age won't launch on my system.

I was able to go through some contortions involving podman and a debian:12 container and get it to work, sort of. The graphics are really slow though because the nvidia drivers won't work properly ...
by Omnifarious
Fri Jun 19, 2026 8:51 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 176
Views: 35070

Re: Friday Facts #443 - More Planet Deliveries

The mine thing is really interesting. I would love it if the mine had an output mode too. The mine should pulse a 1 on a chosen signal when it goes off. Or, alternately, pulse a 1 on a signal that indicates what caused it to go off if you wanted to get really fancy.

If the mine would break the ...
by Omnifarious
Fri Jun 12, 2026 3:32 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 388
Views: 59897

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

I really like all the changes in this FFF.

My biggest question is this....

I've noticed that it's difficult to work with quality in flexible ways in mods. The attributes of an entity affected by quality seem pretty fixed. And how those attributes are affected also seem pretty fixed.

I'm only ...
by Omnifarious
Mon May 26, 2025 5:57 pm
Forum: Modding help
Topic: Hardcoded\Weird processing of 'normal' quality
Replies: 3
Views: 1407

Re: Hardcoded\Weird processing of 'normal' quality

The way quality scaling in general is handled is weird. All the mods I've looked at that try to make quality scaling work differently for an existing item end up creating special case versions of the item for every quality level and then performing a little switcheroo every time it's built. I don't ...
by Omnifarious
Tue May 13, 2025 9:42 pm
Forum: Ideas and Suggestions
Topic: Player character color setup
Replies: 5
Views: 2979

Re: Player character color setup

Thirded. I just asked if there was a way before finding this and discovering that there wasn't:

128776

It's annoying because I usually don't even remember the RGB value I prefer and have to experiment until I find the color I like again.
by Omnifarious
Tue May 13, 2025 9:37 pm
Forum: Technical Help
Topic: Is there a way to change the default player color?
Replies: 1
Views: 993

Is there a way to change the default player color?

Every time I start a new game I have to manually set my preferred player color, which also often involves hunting around for the RGB value. I would like a way to set what player color I used by default when I started a new game, or joined a server if the host didn't have a different policy regarding ...
by Omnifarious
Fri Apr 11, 2025 12:37 pm
Forum: Technical Help
Topic: A friend lost his password
Replies: 2
Views: 869

Re: A friend lost his password


How many emails could he possibly have? I’ve been on the internet for the past 15~ years and only have 3, 1 of which is purely for work. Also, the email it’s associated with will have the account creation email in it.


I've been on the Internet for the past 35 years, and I have, by one count ...
by Omnifarious
Sun Feb 23, 2025 12:21 am
Forum: Technical Help
Topic: A friend lost his password
Replies: 2
Views: 869

A friend lost his password

He has a username, and a service token. He can't remember what email he used. Is there a way for him to recover? If he was sent a password reset to his email he probably still has access to it.

He could, I suppose, just try to send a reset to every email he can think of.
by Omnifarious
Wed Feb 19, 2025 4:10 pm
Forum: Releases
Topic: Version 2.0.34
Replies: 45
Views: 32372

Re: Version 2.0.34


When we enabled LTO on GCC we were getting "Undefined reference to main()" errors that we could not figure out how to fix. Bisecting resulted in a completely random commit related to trains that, when reverted, fixed the issue. But reverting was not an option because it fixed a critical bug ...
by Omnifarious
Mon Feb 10, 2025 11:34 am
Forum: Releases
Topic: Version 2.0.34
Replies: 45
Views: 32372

Re: Version 2.0.34


A change that is not mentioned in the changelog is that Linux builds are now built with Clang instead of GCC, which has allowed us to re-enable link-time optimization on Linux builds. Linux players should see some performance improvements due to this.


I'm curious, what was the blocker for LTO ...

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