Search found 281 matches

by Omnifarious
Sun Feb 23, 2025 12:21 am
Forum: Technical Help
Topic: A friend lost his password
Replies: 1
Views: 202

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: 15703

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: 15703

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 ...
by Omnifarious
Mon Dec 02, 2024 6:23 am
Forum: Modding discussion
Topic: Best way to capture cargo pod landing?
Replies: 0
Views: 260

Best way to capture cargo pod landing?

What is the best way to capture a cargo pod landing/crashing?

I want to have a special item that, if landed in a cargo pod when there is no cargo landing pad,, will automatically build a few items on the surface near where the cargo pod landed.

I was thinking I could somehow detect the cargo pod ...
by Omnifarious
Sun Nov 17, 2024 2:22 pm
Forum: Ideas and Suggestions
Topic: Add a toggle to disable the jetpack
Replies: 4
Views: 893

Add a toggle to disable the jetpack

TL;DR

Add a toggle enable or disable the jetpack on the mech armor.

What?

There should be a button near the one for the exoskeleton that lets you turn the jetpack on and off. If the jetpack is off, then the automatic flying over things behavior would be disabled and it would be like normal ...
by Omnifarious
Thu Nov 14, 2024 9:39 pm
Forum: Ideas and Suggestions
Topic: Accumulator output should scale the same as storage with quality
Replies: 0
Views: 475

Accumulator output should scale the same as storage with quality

TL;DR

Accumulator output should scale the same as storage does as quality goes up.

What?

The accumulator capacity currently scales at 100% with each new level of quality. The accumulator maximum power delivery in watts scales at 30% with each new level of quality.

Either capacity should be ...
by Omnifarious
Thu Nov 14, 2024 5:35 am
Forum: Mods
Topic: [2.0] Brave New World
Replies: 5
Views: 1437

Re: [2.0] Brave New World


One of my favorite mods. I don't think you need the player character at all as you are the factory. The canon in my head has always been that the direction of factory growth is done by an advanced AI or that a post-human has forgone his humanity and fused with technology and his entire being and ...
by Omnifarious
Tue Nov 05, 2024 5:37 am
Forum: Duplicates
Topic: [2.0.14] Placing tile of quality concrete then picking up normal concrete
Replies: 1
Views: 485

[2.0.14] Placing tile of quality concrete then picking up normal concrete

When you place a tile of quality concrete, and then you pick it back up, it turns back into normal concrete. This seems like a bug. Is it intended behavior? Walls don't work that way.

The reason this matters to me is that I'm trying to build a Rare quality electromagnetic plant, and collecting all ...
by Omnifarious
Mon Oct 28, 2024 7:42 pm
Forum: Ideas and Suggestions
Topic: Search for car in map, maybe by naming it?
Replies: 1
Views: 950

Re: Search for car in map, maybe by naming it?

I discovered that you can use alt-right-click to put a pin on your car. This solves the problem just fine.
by Omnifarious
Sun Oct 27, 2024 6:09 am
Forum: Mods
Topic: [2.0] Brave New World
Replies: 5
Views: 1437

[2.0] Brave New World

This mod will need to seriously change for 2.0. Mostly, it will get a LOT simpler as 2.0 supports doing practically everything via map view.

I'm thinking of, instead of removing the character, confining the character to another surface (the "Control Room") where they manage what's going on on ...
by Omnifarious
Wed Oct 23, 2024 2:01 pm
Forum: Ideas and Suggestions
Topic: Search for car in map, maybe by naming it?
Replies: 1
Views: 950

Search for car in map, maybe by naming it?

It would be nice to be able to search for my car in the map view somehow. Maybe I could assign it a name?
by Omnifarious
Fri Jul 05, 2024 10:09 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60926

Re: Friday Facts #418 - Space Age release date



The biggest motivation that arose from playtesting was to be able to add fuel to stuck locomotives, remove random items from places where they don't belong, and to add/upgrade/remove modules.

So the solution is, that you can just simply click a ghost cursor in an inventory slot to make a ghost ...
by Omnifarious
Fri Jul 05, 2024 6:17 pm
Forum: News
Topic: Friday Facts #418 - Space Age release date
Replies: 185
Views: 60926

Re: Friday Facts #418 - Space Age release date

As a maintainer (for some values of maintainer) of Brave New World, I imagine I might have a lot of work to do to make it work for 2.0. I strongly suspect it can be made to work a lot _better_ for 2.0 given the remote viewing features that were added.

I'm wondering if adding or removing modules ...
by Omnifarious
Sat Oct 07, 2023 3:13 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 45861

Re: Friday Facts #379 - Abstract rewiring

You guys implemented my LD Auto Circuit mod (more or less) into the base game!

And here I was getting all excited by the changes to how ghosts handled wires so I could make it work for hand-placed ghosts as well!
by Omnifarious
Sat Sep 30, 2023 10:04 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 130408

Re: Friday Facts #378 - Trains on another level

This is absolutely amazing, and I have no suggestions or complaints. I'm already trying to come up with high-throughput junctions of all varieties. This just opens up the design space to an amazing degree.

I also wonder if I could manage my overall desire for forest preservation by elevating all of ...
by Omnifarious
Fri Sep 22, 2023 1:59 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 82669

Re: Friday Facts #377 - New new rails

One thing I would love to see would be a rail planner that allowed you to plan long distance rails with multiple parallel tracks and the ability to separately (and/or together) route around trees, rocks, or cliffs. Personally, I really hate harming trees, and can't harm cliffs until I have cliff ...
by Omnifarious
Thu Apr 07, 2022 4:24 pm
Forum: News
Topic: Friday Facts #369 - To the moon
Replies: 68
Views: 61350

Re: Friday Facts #369 - To the moon



I actually need to write my article on NFTs and scams. NFTs of game content land very squarely in the scam territory.

Note, that I don't think all NFTs are inherently scams, but you aren't really buying what you might think you're buying when you buy them.


No, just because it's connected to ...
by Omnifarious
Mon Apr 04, 2022 12:57 am
Forum: News
Topic: Friday Facts #369 - To the moon
Replies: 68
Views: 61350

Re: Friday Facts #369 - To the moon

That was hilarious. I wasn't taken in for a moment, but it was funny all the same.

I actually need to write my article on NFTs and scams. NFTs of game content land very squarely in the scam territory.

Note, that I don't think all NFTs are inherently scams, but you aren't really buying what you ...
by Omnifarious
Wed Mar 30, 2022 2:44 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.39] Enemies spontaneously teleport
Replies: 4
Views: 4074

Re: [1.1.39] Enemies spontaneously teleport

This may be the problem I was experiencing when a biter nest mysteriously appeared on the wrong side of a cliff once. I still think though, that this was the nest appearing on the other side of the cliff when the biter created it.

I've never seen the problem reoccur. :-(

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