Search found 8 matches

by grumd
Mon Apr 08, 2019 6:35 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.25] Minor sound bug - ambient sounds abruptly stopping when opening research menu
Replies: 3
Views: 4275

Re: [0.17.25] Minor sound bug - ambient sounds abruptly stopping when opening research menu

steinio wrote: Mon Apr 08, 2019 4:45 am Hmm how about the mumbled sound as if the map is opened instead of silence.
Opening the research menu actually pauses the game, opening the map doesn't.
Although, I don't know why.
by grumd
Sun Apr 07, 2019 9:54 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.25] Minor sound bug - ambient sounds abruptly stopping when opening research menu
Replies: 3
Views: 4275

[Oxyd] [0.17.25] Minor sound bug - ambient sounds abruptly stopping when opening research menu

When I press "T" to open the research window, ambient sounds abruptly stop.
On the contrary, when I press "Esc" to pause the game, they fade away slowly and it sounds much more pleasant.
When closing both of these windows, sounds come back gradually too.
I suppose some new sound-related logic is ...
by grumd
Sat Mar 30, 2019 3:14 am
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 33136

Re: [MOD 0.16.x] NiceFill

Found a bug with this mod. I landfill some water and immediately die.
Save file: https://puu.sh/D7lFt.zip (also attached it).
After loading this save don't move and landfill like this: https://puu.sh/D7lHs.png
Result: https://puu.sh/D7lIi.png
by grumd
Sat Mar 09, 2019 4:48 am
Forum: Not a bug
Topic: Sideloading belt does not count item signals correctly (side/circuit/value/wrong/detect) (MR)
Replies: 5
Views: 2479

Re: Sideloaded belts do not always pulse items to circ. network

Hello, I wanted to bump this thread instead of creating a new one.
OP had good points in the last comment and you guys should address those!

I think this is a bug. Current behaviour is very inconsistent and it's not user-friendly.

See this screenshot:

https://i.imgur.com/QFaHpzP.jpg

I don't ...
by grumd
Wed Feb 27, 2019 2:50 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 266586

Re: Version 0.17.0


I haven't loaded the new version yet, but I think there is something missing from the patch notes.

It was my understanding that assembling machine 1 could handle 3 ingredients now.

The official wiki though doesn't have this updated either.

Which means that assembling machine 2 requires green ...
by grumd
Wed Feb 13, 2019 12:20 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 204042

Re: Friday Facts #275 - 0.17 Science changes



Tank shells require oil processing, and in my first game biters became too strong for car's machinegun way earlier than I was able to finish oil processing.

Try default settings first before landing on a deathworld. Or just rush bullet upgrades.


I'm pretty sure I started my game on default ...
by grumd
Tue Feb 12, 2019 1:49 pm
Forum: Ideas and Suggestions
Topic: Small graphic design change for belts
Replies: 2
Views: 1385

Small graphic design change for belts

Design changes shown in FFF-269 are great and they make the belts look more realistic and alive! But the corner of the belt, when it turns, still looks very weird. It kinda "squishes" on the sides which doesn't look like a real belt material could behave like. To be more specific, in this screenshot ...
by grumd
Tue Feb 12, 2019 1:31 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 204042

Re: Friday Facts #275 - 0.17 Science changes

Hey! Sorry if this was posted before.
I noticed in this FFF that tanks are going to lose their 100% bonus to machinegun damage. This seems to be a rather bad decision imo.
Tank shells require oil processing, and in my first game biters became too strong for car's machinegun way earlier than I was ...

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