Search found 8 matches

by cynicalwanderer
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.
by cynicalwanderer
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
by cynicalwanderer
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...
by cynicalwanderer
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...
by cynicalwanderer
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...
by cynicalwanderer
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 ...
by cynicalwanderer
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...
by cynicalwanderer
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...

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