Search found 91 matches
- Tue Oct 04, 2016 11:45 am
- Forum: Frequently Suggested / Link Collections
- Topic: Can the player be killed by train? (Train kills?!) βΈ
- Replies: 81
- Views: 65946
Re: Can the player be killed by train? (Train kills?!) βΈ
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...
- 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...
- 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...
- 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- Forum: Outdated/Not implemented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.
- 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...
- 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.
- 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.
- 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.
- 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....
- 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...
- 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...
- 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.
- 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...
- 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".
A signature carries the implication of "I made this and I take responsibility for it".
- 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.
- 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.
- 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.
- Sun Sep 25, 2016 5:33 pm
- Forum: Not a bug
- Topic: 0.14.9 Train track building without reach limits
- Replies: 2
- Views: 1059
- 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 ...
- 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.
This is for multiplayer.