Search found 8 matches
- Tue Oct 22, 2024 11:16 am
- Forum: Minor issues
- Topic: [Hrusa][2.0.7] Player movement chokes if control was held down first
- Replies: 10
- Views: 645
Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
Thank you, rebinding these as you described fixes the problem for now, as I rarely use the blueprint nudge keys anyway. The long term fix you suggest to only trigger these inside a blueprint sounds pretty good too.
- Mon Oct 21, 2024 6:31 pm
- Forum: Minor issues
- Topic: [Hrusa][2.0.7] Player movement chokes if control was held down first
- Replies: 10
- Views: 645
Re: [Hrusa][2.0.7] Player movement chokes if control was held down first
Thank you for looking at it, please find ini file attached
- Mon Oct 21, 2024 3:35 pm
- Forum: Minor issues
- Topic: [Hrusa][2.0.7] Player movement chokes if control was held down first
- Replies: 10
- Views: 645
[Hrusa][2.0.7] Player movement chokes if control was held down first
In 1.1 I would commonly do something like run alongside a row of chests with control held down and the mouse over the chests to loot them. This would work fine and not cause any issues, regardless of whether I pressed control before I started running or after. However in 2.0.7 now, if I press contro...
- Fri Jul 26, 2024 1:28 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 22195
Re: Friday Facts #421 - Optimizations 2.0
Hm, this attempt at optimizing the power update make me think. So, if the memory read is a limiting factor, could it be beneficial to compactly store the relevant values separate from the main objects? Modern memory is good at reading large chunks, so iterating over an array should be much faster t...
- Tue Dec 15, 2020 9:42 am
- Forum: Releases
- Topic: Version 1.1.6
- Replies: 26
- Views: 33811
Re: Version 1.1.6
Allowed to use productivity module on nuclear fuel production + nuclear fuel reprocessing. On a related note, I'd like to see further additional usages for efficiency modules, particularly say in roboports and radars. Currently these modules don't really have many valid reasons to be used other tha...
- Mon Nov 23, 2020 11:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Crash at end of chest tutorial (SimulationWidget::runInitUpdates)
- Replies: 4
- Views: 1945
[1.1.0] Crash at end of chest tutorial (SimulationWidget::runInitUpdates)
Playing on new 1.1x experimental, I thought I'd go through the tutorial levels again and read the tips, for nostalgia. I was at the start of the fourth tutorial level (Science and Automation) just after the initial prompts, and New tips came up for Long-handeds. I clicked this to open the Tips list ...
- Fri Mar 20, 2020 3:09 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101632
Re: Friday Facts #339 - Beacon HR + Redesign process
Love the general idea and concept. Hate the placement variation, it does not fit the rest of factory where everything is nice and tidy. I think I will be placing and picking up beacons until I get my variation of choice, not cricket ones. Unfortunately it will be nightmare late game when bots are p...
- Fri Jan 17, 2020 5:13 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 42864
Re: Friday Facts #330 - Main menu and File Share Shenanigans
I think having the "Single Player" as a submenu container is unnecessary. A majority of people will only ever play in SP mode most of the time and there's only two options under it anyway, so the extra click to unfold the submenu feels like a nuisance. Multiplayer is a whole other category...