Search found 200 matches
- Wed Nov 13, 2024 6:08 pm
- Forum: Assigned
- Topic: [raiguard][2.0.15] Space Map does not respect "drag map" keybinding
- Replies: 0
- Views: 88
[raiguard][2.0.15] Space Map does not respect "drag map" keybinding
I bound the "drag map" button as the side mouse button. This works everywhere except the Space Map, where I still have to use left mouse button to drag the map around. I expected the Space Map would respect the same drag map keybind as everywhere else. Minor bug, easily reproduced tho :>
- Fri Nov 08, 2024 2:08 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 80
- Views: 11604
Re: Friday Facts #436 - Lost in Translation
I almost hate to say this, because I've got really used to the name.... but....
In English, we would generally say "Iron Rod", and not "Iron Stick".
In English, we would generally say "Iron Rod", and not "Iron Stick".
- Fri Nov 08, 2024 1:35 pm
- Forum: News
- Topic: Friday Facts #435 - Space Age Soundtrack release
- Replies: 26
- Views: 5262
Re: Friday Facts #435 - Space Age Soundtrack release
It's been a running joke between my friend and I, how fast the bugs are getting fixed. The huge list of fixes every patch, and the almost daily deployment of new patches... It's breathtakingly efficient. I've encountered just 1 crash and no other bugs during my playtime so far. I've been averaging ~...
- Thu Oct 31, 2024 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
- Replies: 2
- Views: 894
Re: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
woohoo, thanks ! :D You guys are the best!! So efficient :>
- Sun Oct 27, 2024 10:09 pm
- Forum: Technical Help
- Topic: Update ruined years long map?
- Replies: 5
- Views: 473
Re: Update ruined years long map?
Hello, I know what causes this from my experience with making scenarios. The latest update has changed the global storage table's name. It used to be called "global". It's now called "storage". To fix the problem, you'll need to navigate to the folder where your savegame is store...
- Sun Oct 27, 2024 9:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.11] Game crashes after deconstructing landfill ghosts
- Replies: 2
- Views: 894
[Lou][2.0.11] Game crashes after deconstructing landfill ghosts
While playing Space Age, I placed my wall blueprint at the water's edge. When placed, landfill ghosts appear beneath items on water tiles. I did not wish these to be built on the water, so I use a Decon Planner filtered for Tiles Only, and with the filter set to Landfill. I then drag-select the over...
- Fri Aug 30, 2024 8:13 pm
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 91
- Views: 17052
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
What happens to that resources menu if there is a patch of mixed ores?
- Wed Aug 28, 2024 4:03 am
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 17987
Re: Friday Facts #425 - Behind the legs
The new spidertron legs animation looks really creepy!! It's surprising what a big difference it is from the original walk. Does leg groups mean we can now have spidertrons (or other legged creatures) that subscribe to the ministry of funny walks? Such as having 7 legs in the first group, and one le...
- Fri Aug 02, 2024 10:21 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 21132
Re: Friday Facts #422 - Tesla Turret
That looks sweet. The electrical arcing effects are really cool, but it also looks like there is a "laser" running down the center of the beam, which kind of spoils the electrical effect a bit. It looks like a laser that just happens to have electrical arcs floating around the beam. Does i...
- Mon Jul 29, 2024 11:40 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 22822
Re: Friday Facts #421 - Optimizations 2.0
Yes, this is what I wait for, the optimizations! gogo devs!! :D
- Sun Apr 21, 2024 11:53 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 13256
Re: Friday Facts #407 - Automating a soundtrack
Will this audio backend update resolve the constructive interference/digital distortion and clipping that can be heard when a large group of bitters die on the same frame, eg from a grenade?
- Tue Apr 09, 2024 7:08 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 27567
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I love the new logistics interface. It almost looks like it could be an extension of the map itself. Maybe there should be a map overlay button for it? Or an (toggleable) button in the bottom bar to open it?
- Tue Mar 12, 2024 5:20 am
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31941
Re: Friday Facts #401 - New terrain, new planet
Stunning work Earendel, well done for displaying the "fearless competence". Uncle Bob would be proud! The new terran generation system looks amazing. The passageways makes me want to explore. I never thought I would tolerate cliffs but this makes me want to try them again. Just fantastic j...
- Sun Mar 10, 2024 6:49 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Spider with auto-targeting does not shoot
- Replies: 2
- Views: 729
- Sat Mar 09, 2024 6:26 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Spider with auto-targeting does not shoot
- Replies: 2
- Views: 729
[1.1.104] Spider with auto-targeting does not shoot
I develop a custom scenario with roaming enemy spidertrons. I've encountered a situation where an enemy spidertron fails to shoot hostile targets that are within its weapons range. In the attached save game, the spidertron can be found dancing near GPS 900, 330 If you watch for a while, you should o...
- Fri Feb 16, 2024 9:13 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 20060
Re: Friday Facts #396 - Sound improvements in 2.0
I noticed an issue when a large number of sound-triggering events happen all on the same frame, the classic example is throwing a grenade at 50 small bitters causing them all to die at once. The "dying" sound effect then plays multiple (although perhaps not 50) times simultaneously, leadin...
- Sun Jan 14, 2024 4:11 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 67752
Re: Friday Facts #393 - Putting things on top of other things
This is very exciting news, and a great resolution to the bots vs belts problem. However the fully stacked items on high speed belts looks pretty weird to me. I am colorblind so maybe that affects things...but... the whole thing looks like it's sat still, and I'm hallucinating dark patches moving th...
- Fri Dec 01, 2023 4:04 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 172
- Views: 55775
Re: Friday Facts #387 - Swimming in lava
Looks very cool! However I noticed that the Foundry's rate of production does not match the speed of the animation. We see a big bucket pouring out molten metal into a cast, then the cast being released... and that happens at a certain rate. But if we look at the gears being produced by the machine,...
- Fri Sep 29, 2023 1:23 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 108260
Re: Friday Facts #378 - Trains on another level
This is awesome!
Can bitter attack the elevated train?
What happen if an elevated rail is destroyed and a train is driven off the end, does it just stop like with regular ground rail?
Can bitter attack the elevated train?
What happen if an elevated rail is destroyed and a train is driven off the end, does it just stop like with regular ground rail?
- Sat Sep 23, 2023 5:41 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 69752
Re: Friday Facts #377 - New new rails
choo chooo!!!!!!!!!!!