Search found 100 matches

by kpreid
Mon Nov 04, 2024 4:42 am
Forum: Ideas and Suggestions
Topic: Show more status in the list of space platforms
Replies: 1
Views: 466

Show more status in the list of space platforms

What

Right now, when you hover on a space platform in the list of surfaces, you only see the planet it is stopped at or traveling between, and its speed and such.

I would like it to also show the status message that’s in the top left of the space platform cargo/schedule window ("Paused ...
by kpreid
Sun Nov 03, 2024 4:54 pm
Forum: General discussion
Topic: Getting cargo from rockets to space platform is such a pain in the ass.
Replies: 3
Views: 2371

Re: Getting cargo from rockets to space platform is such a pain in the ass.

This has been annoying when starting to build multiple higher-quality space platforms, because not only do I not need whole stacks of rare cargo bays, asteroid crushers, chemical plants, and assembling machines, I don’t *have* them either, so the rockets won’t auto-launch and I have to manually fill ...
by kpreid
Sun Nov 03, 2024 4:40 pm
Forum: Gameplay Help
Topic: Vulcanus: Kill the worms
Replies: 32
Views: 81660

Re: Vulcanus: Kill the worms

In addition to the strategies already mentioned, I have found out that if you have Fulgora tech (I did Vulcanus just in the starting area, then Fulgora, then expanded on Vulcanus), it is possible to kill a small demolisher solo with just the tesla gun, spamming destroyers, level 6ish damage research ...
by kpreid
Fri Nov 01, 2024 4:41 am
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 433
Views: 147549

Re: Gleba has killed the game for me.


Then either use Buffer chests/storage chests everywhere or if you use a requester chest, make sure there is also a filtered inserter capable of taking spoilage out of requester chests; either put the spoilage on a belt or into a provider chest to be taken away.


Requester chests and buffer ...
by kpreid
Thu Oct 31, 2024 5:37 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.12] Tesla turret friendly fires walls
Replies: 7
Views: 5244

Re: [2.0.12] Tesla turret friendly fires walls

Shouldn’t walls be immune to electricity, anyway?
by kpreid
Thu Oct 31, 2024 3:14 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.11] Pipe sound cuts and clicks
Replies: 2
Views: 2029

Re: [Donion] [2.0.11] Pipe sound cuts and clicks

Thank you for this report and fix! When I was building on Fulgora I was getting irritated by this constant “ert ert ert … ert ert ert … ert ert ert …” that turned out to be the sound of my water pipes being filled by ice melters.
by kpreid
Wed Oct 30, 2024 6:25 pm
Forum: Ideas and Suggestions
Topic: Make super forced build insert gates when rails cross walls
Replies: 4
Views: 925

Re: Make super forced build insert gates when rails cross walls

I figure it would place ghost gates. (Where would it build walls?) This is like if you don’t have underground belts and it places ghost undergrounds. I don’t think force build ever cares what is in your inventory, but I could be wrong.
by kpreid
Wed Oct 30, 2024 5:17 pm
Forum: Ideas and Suggestions
Topic: Make super forced build insert gates when rails cross walls
Replies: 4
Views: 925

Make super forced build insert gates when rails cross walls

Using super force build to build straight rails could insert gates when it crosses a wall, but instead it creates gaps in the wall:

Current behavior:
without-gates.jpg
without-gates.jpg (93.54 KiB) Viewed 925 times


Would be better:
with-gates.jpg
with-gates.jpg (85.7 KiB) Viewed 925 times
by kpreid
Wed Oct 30, 2024 4:24 pm
Forum: Ideas and Suggestions
Topic: Interface Request: Hide minimap when hovering an entity
Replies: 14
Views: 4248

Re: Interface Request: Hide minimap when hovering an entity

+1 — I also would like an option to hide the minimap when hovering (at least if the "entity tooltip" is tall). I'd also like the list of pins to be hidden at the same time, since it could be arbitrarily tall.
by kpreid
Mon Oct 28, 2024 3:54 pm
Forum: Ideas and Suggestions
Topic: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
Replies: 3
Views: 3136

Re: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"

I’d like to have this. I had trouble discovering there was any way to create custom pins.

Also, there could be a pin button in the “Tag properties” dialog, so you can add a pin for a tag without the key combination.

Also, something in “Tips and tricks” for tags, introducing the idea that the ...
by kpreid
Sun Oct 27, 2024 7:47 pm
Forum: Gameplay Help
Topic: Can you loose items to space?
Replies: 4
Views: 2553

Re: Can you loose items to space?

From what I have seen, the platform acts like a construction bot that is always touching every item. For example, it also auto-repairs buildings with only repair packs in inventory. Moving to storage is what a construction bot would do if you used the remote view "ghost cursor" on a planet, too ...
by kpreid
Sun Oct 27, 2024 2:18 pm
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 114
Views: 191714

Re: Space Platform 101 Discussion


100-100 results in just infinite flood of same resource (1-8 items per capsule). Manual assignment for downwards shipping is seemingly ignored until something in space platform's brains snaps under unclear conditions.


It sounds like you have the same problem I had. There is an invisible limit ...
by kpreid
Sat Oct 26, 2024 12:31 am
Forum: Ideas and Suggestions
Topic: Show/explain orbital cargo drop limits
Replies: 1
Views: 8276

Show/explain orbital cargo drop limits

In Space Age, I couldn’t figure out why my resources weren’t getting dropped from orbit promptly. I found here that the problem is that I didn’t have enough cargo bays to accept all the cargo pods, but that wasn’t very obvious, because it looked like the cargo landing pad was idle for long periods ...
by kpreid
Sat Oct 26, 2024 12:09 am
Forum: Gameplay Help
Topic: Change Fluid Inputs
Replies: 2
Views: 8016

Re: Change Fluid Inputs

Perhaps you're thinking of FFF 394, which announced that oil refineries (and other buildings) can now be flipped.
by kpreid
Fri Aug 09, 2024 3:10 pm
Forum: News
Topic: Friday Facts #423 - Research info tooltip & Online players GUI
Replies: 64
Views: 24400

Re: Friday Facts #423 - Research info tooltip & Online players GUI

It might be nice if the research info also had some way of presenting “your research is currently limited by the supply of <name> science pack”. Perhaps it could count and graph the number of labs that are idle because they have some, but not all, required science packs. That would help spot “oops I ...
by kpreid
Fri Jul 12, 2024 2:40 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 119
Views: 52258

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes


I like the Display Panel and the fact that it functions like a combinator (great for debugging) but the actual display being less than 1x1 block is too small, this needs to be 2x2/have a 2x2 variant to be able to catch your eye in all the visual noise.

+1. Came here to post that large icons are ...
by kpreid
Fri Apr 19, 2024 3:33 pm
Forum: Not a bug
Topic: Sound alignment is off
Replies: 14
Views: 11212

Re: Sound alignment is off

One way to work within the limitations is to perform granular synthesis: instead of playing 1-tick sounds that are intended to splice perfectly, play longer sounds that are designed to get overlapped randomly and blend together to the final result.
by kpreid
Fri Feb 02, 2024 9:40 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 36623

Re: Friday Facts #396 - Sound improvements in 2.0


Question - what’s going on with that splitter in the inventory sounds video? It’s swapping the lanes of iron and copper? They can do that??


A filtered splitter puts everything that doesn't match the filter on the other output. Or if you didn't know splitters could have filters: splitters can ...
by kpreid
Fri Feb 02, 2024 4:30 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 36623

Re: Friday Facts #396 - Sound improvements in 2.0

The thing that has bugged me about the vehicle sounds (as they currently are in the released game) is that they don't reflect engine output — which is significantly determined by the vehicle's acceleration , not solely its speed. I want to hear trains roar when they start pulling out of a station ...
by kpreid
Fri Nov 24, 2023 8:09 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 62882

Re: Friday Facts #386 - Vulcanus

Finding the right spots is also made easier by these resource nodes having yellow smoke (yes, we can have animated resources now). Jerzy has made the acid puddles of this section in a couple of ways, earlier on we had puddles filled with liquid acid, but we moved to dried up puddles to keep the ...

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