Search found 91 matches

by henke37
Tue Oct 04, 2016 11:45 am
Forum: Frequently Suggested / Link Collections
Topic: Can the player be killed by train? (Train kills?!) ☸
Replies: 81
Views: 65946

Re: Can the player be killed by train? (Train kills?!) ☸

With the recent work on adding equipment grids to trains there is a new solution: an optional module that acts as the discussed horn. Neglect to install it and things remain dangerous. But it's also a small challenge to remember to install it. It also becomes a trade off, safety vs material and time...
by henke37
Tue Oct 04, 2016 11:27 am
Forum: Resolved Problems and Bugs
Topic: Can't reconnect: Says already connected
Replies: 1
Views: 669

Can't reconnect: Says already connected

Sometimes when you are dropped and then reconnect the server will reject you for the insane reason of already being connected. Specifically, there already being a connected player with the same name. This is patent nonsense, I am obviously not connected if I'm reconnecting. I propose a simple fix: H...
by henke37
Tue Oct 04, 2016 11:15 am
Forum: Ideas and Suggestions
Topic: Personal transponder - Avoid getting run over by trains
Replies: 5
Views: 2267

Personal transponder - Avoid getting run over by trains

Getting run over by trains is fun. No really, it is. But it gets old the hundredth time in the same game. So, to address this there should be an item that marks train blocks as occupied when you are in them. A late game item, that is placed in a power armor. Gotta let people have some fun before tak...
by henke37
Tue Oct 04, 2016 11:09 am
Forum: Outdated/Not implemented
Topic: Hide research progress once all tech has been researched
Replies: 2
Views: 1881

Hide research progress once all tech has been researched

It's just sitting there taking space in the UI at that point.
by henke37
Tue Oct 04, 2016 10:59 am
Forum: Ideas and Suggestions
Topic: Show map RAM use in server browser
Replies: 1
Views: 1080

Show map RAM use in server browser

Some maps can grow huge. As such, it would be nice to have a warning in the server browser for maps that are too large for your computer. It doesn't help to be 64 bit when I still only have 4 GB of ram and can't take on maps larger than that. And that is the theoretical limit. With all the various s...
by henke37
Tue Oct 04, 2016 10:56 am
Forum: Implemented Suggestions
Topic: Only autosave on the server
Replies: 5
Views: 2695

Re: Only autosave on the server

Then they can save manually. There is no reason what so ever for the autosaves.
by henke37
Tue Oct 04, 2016 10:55 am
Forum: This Forum
Topic: New forum skin
Replies: 80
Views: 56749

Re: New forum skin

That animation fails to show the issue. Perhaps your browser is smart enough to detect that there is no contrast between the cursor and the background. But mine isn't.
by henke37
Tue Oct 04, 2016 10:52 am
Forum: Implemented Suggestions
Topic: Only autosave on the server
Replies: 5
Views: 2695

Only autosave on the server

It's generally pointless for clients in multiplayer to perform autosaves, they don't load from them if the server crashes.
by henke37
Tue Oct 04, 2016 8:56 am
Forum: Ideas and Suggestions
Topic: Auto pause server when NN % of clients are catching up
Replies: 1
Views: 1550

Auto pause server when NN % of clients are catching up

It's nice to see a server config option to pause the server when there are no clients. But it isn't enough. The server should automatically pause when NN % of the players are catching up. After a certain amount of players are behind, it's just annoying for everyone to run towards a moving goal post....
by henke37
Tue Oct 04, 2016 8:52 am
Forum: Ideas and Suggestions
Topic: Show catchup progress even in game
Replies: 1
Views: 996

Show catchup progress even in game

It's no secret that some clients will fall behind once in a while after the initial connection catch up. The game resolves this situation in the simplest, yet most logical way possible. It simply disables local input and starts updating as fast as it can. However, the player isn't told this. There i...
by henke37
Tue Oct 04, 2016 8:48 am
Forum: Ideas and Suggestions
Topic: Run dialogs locally
Replies: 4
Views: 1292

Re: Run dialogs locally

Yes, it does open instantly. But then it closes again before finally opening a second time. It's wonky. You claim that the dialogs use game state that isn't available "yet". Why not just predict that instead? Or even just go with slightly stale data. State rarely changes for the worse in d...
by henke37
Thu Sep 29, 2016 6:42 pm
Forum: Balancing
Topic: Concrete Recipe
Replies: 11
Views: 5711

Re: Concrete Recipe

Changing iron ore to steel is a rather large change, since it is a decent hassle to produce steel.
by henke37
Wed Sep 28, 2016 8:27 pm
Forum: Ideas and Suggestions
Topic: Run dialogs locally
Replies: 4
Views: 1292

Run dialogs locally

Multiplayer depends on prediction to let players see their own actions instantly instead of waiting for their actions to bounce between the client and the server. The game predicts which dialogs the player has open on the screen. However, with bad latency there can be mispredictions of the dialogs r...
by henke37
Wed Sep 28, 2016 8:18 pm
Forum: Ideas and Suggestions
Topic: Sign / get a certificate for the executables
Replies: 6
Views: 2062

Re: Sign / get a certificate for the executables

A signed executable means that the file has not been modified by a 3rd party. It also proves the identity of the signer, assuming that you have someone vouching for the identity of the signer.

A signature carries the implication of "I made this and I take responsibility for it".
by henke37
Wed Sep 28, 2016 8:04 pm
Forum: Ideas and Suggestions
Topic: For 0.15 fluid revamp - tanks
Replies: 2
Views: 1280

Re: For 0.15 fluid revamp - tanks

Not just every tank. Every pipe too.
by henke37
Mon Sep 26, 2016 2:56 pm
Forum: Implemented Suggestions
Topic: Multiplayer: Map pings (mark on map)
Replies: 6
Views: 4675

Re: Multiplayer: Map pings (mark on map)

So basically overlay a whiteboard on top of the map? I duno. Manually marking things is more effort and does not suggest itself to an automatic removal.
by henke37
Sun Sep 25, 2016 5:34 pm
Forum: Implemented Suggestions
Topic: Multiplayer: Map pings (mark on map)
Replies: 6
Views: 4675

Re: Multiplayer: Map pings (mark on map)

It's what other games call the feature.
by henke37
Sat Sep 24, 2016 10:56 pm
Forum: Implemented Suggestions
Topic: Multiplayer: Map pings (mark on map)
Replies: 6
Views: 4675

Multiplayer: Map pings (mark on map)

In multiplayer people tend to say "here" and "there" a lot in the chat. Naturally it gets confusing what they are talking about. Existing multiplayer games solve this by map pings. Basically a small player placed indicator that is placed on the map to mark a spot for a minute or ...
by henke37
Sat Sep 24, 2016 10:33 pm
Forum: Ideas and Suggestions
Topic: Multiplayer: Predict running out of items while placing them
Replies: 3
Views: 1448

Re: Predict running out of items while placing them

I am talking of how when I am placing items the game assumes that placements succeed, but a 200 ms or so later realizes that I ran out of items and undoes the placement.

This is for multiplayer.

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