Search found 379 matches

by conn11
Fri Aug 07, 2020 7:30 am
Forum: Duplicates
Topic: [0.18.43] crash on loading savegame
Replies: 1
Views: 177

[0.18.43] crash on loading savegame

probably duplicate with this and this.
Updated to 0.18.43 and got a crash while trying to open a modded file last saved in 0.18.40.
modded game, disabling mods didn't resolve the issue
modded game, disabling mods didn't resolve the issue
crash.JPG (77.66 KiB) Viewed 177 times
by conn11
Mon Aug 03, 2020 11:36 am
Forum: Ideas and Suggestions
Topic: Electricity kickstart / blackout recovery mechanic
Replies: 2
Views: 315

Re: Electricity kickstart / blackout recovery mechanic

E.g. Accumulators powers by solar panels, intermittently operating coal miners and steam engines or stored steam in barrels or tanks.
All doable by applying a little bit of circuit network.
by conn11
Mon Aug 03, 2020 5:56 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 13366

Re: Friday Facts #358 - Alien decoratives & Polluted water

(...) It would be lovely if we could make grass or decoratives die too, but that's something way too technically complicated for now. A great idea for post 1.0 could be gradual desertification and buildup of smog (maybe indicated by a slight saturation loss). Both should be more than pure cosmetics...
by conn11
Sun Aug 02, 2020 4:01 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 13366

Re: Friday Facts #358 - Alien decoratives & Polluted water

(...) It would be lovely if we could make grass or decoratives die too, but that's something way too technically complicated for now. A great idea for post 1.0 could be gradual desertification and buildup of smog (maybe indicated by a slight saturation loss). Both should be more than pure cosmetics...
by conn11
Sat Aug 01, 2020 4:01 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 13366

Re: Friday Facts #358 - Alien decoratives & Polluted water

(...) It would be lovely if we could make grass or decoratives die too, but that's something way too technically complicated for now. A great idea for post 1.0 could be gradual desertification and buildup of smog (maybe indicated by a slight saturation loss). Both should be more than pure cosmetics...
by conn11
Fri Jul 31, 2020 11:20 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 13366

Re: Friday Facts #358 - Alien decoratives & Polluted water

Green water finally! I like the idea of using it as pollution indicator.
Also nice work on a bit of biter biome. So the next big run in 2 weeks seems to be set then.

It's unfortune to hear about the launch party, but it is probably a decision for the better.
by conn11
Tue Jul 28, 2020 3:36 pm
Forum: Ideas and Suggestions
Topic: Add concrete to Upgrade Planner
Replies: 27
Views: 1492

Re: Add flooring options to upgrade planner

Using the plain old blueprint for mass placing flooring or landfill should be much more easy with the awaited place from map feature.
Probably even easier than OP’s suggestion of using the upgrade planner.
by conn11
Sat Jul 25, 2020 9:52 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18482

Re: Friday Facts #357 - Nuke

Mirroring blueprint would be great. I often have to open my browser and go to this specific third party tool to mirror my blueprint, having it ingame (Ctrl-C, Ctrl-M) would be easier. But if I remember correctly, this suggestion has been rejected in the past because some entities cannot be mirrored...
by conn11
Sat Jul 25, 2020 6:59 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18482

Re: Friday Facts #357 - Nuke

Oh really? That's great. Does it also support swapping modules, e.g. from speed to prod or vice-versa? The upgrade planner is quite flexible considering modules; even in the current version. upgrade_planner.JPG Still don't understand how to upgrade assembly without modules to the one with modules. ...
by conn11
Fri Jul 24, 2020 2:43 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18482

Re: Friday Facts #357 - Nuke

On another topic, related to upgrade/downgrade planners, would love to be able to include modules in those. Already possible. Oh really? That's great. Does it also support swapping modules, e.g. from speed to prod or vice-versa? The upgrade planner is quite flexible considering modules; even in the...
by conn11
Fri Jul 24, 2020 2:26 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18482

Re: Friday Facts #357 - Nuke

EnerJi wrote:
Fri Jul 24, 2020 2:10 pm
On another topic, related to upgrade/downgrade planners, would love to be able to include modules in those.
Already possible.
by conn11
Fri Jul 24, 2020 12:13 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18482

Re: Friday Facts #357 - Nuke

Unfortunately there is one thing that I personally find unsettling: In the last video one can see that the scorch mark appears fully on impact. This just makes it look as if it scorched the ground (on the outer end of the mark) before the wave "rolled" over it. Though thermal radiation is...
by conn11
Fri Jul 24, 2020 10:50 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18482

Re: Friday Facts #357 - Nuke

Also I just realized, that the new nuke behavior is practically a cliff explosive mark II with integrated deforestation tool. At least for later game purposes.
by conn11
Fri Jul 24, 2020 10:33 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18482

Re: Friday Facts #357 - Nuke

It get‘s from good to better. Very nice finishing touches for the BPs. Maybe you should consider, having a toggle checkbox for the new additional explonations in the interface option menu. And as an additional feature letting the upgrade planer beeing used to fill entities with modules etc. from scr...
by conn11
Mon Jul 20, 2020 9:28 am
Forum: Ideas and Suggestions
Topic: Option to toggle off radar view on the zoomed map
Replies: 2
Views: 433

Re: Option to toggle off radar view on the zoomed map

+1

This would especially be helpful for laying out train systems.
The option should most likely be a checkbox „deactivate radar view for blueprints“ in the interface menu.
by conn11
Sat Jul 18, 2020 7:36 am
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 24077

Re: Friday Facts #356 - Blueprint library for real

FFF coming this close to Saturday facts is always indication for something big beeing announced. This is exactly the thing needed, talking about the bp library. The possibility to quickly update blueprints without redoing the whole "documentation" is greatly appreciated (as are the numerou...
by conn11
Fri Jul 10, 2020 6:29 pm
Forum: News
Topic: Friday Facts #355 - High resolution updates
Replies: 27
Views: 8106

Re: Friday Facts #355 - High resolution updates

imo if you push the date a bit you could probably use that time to make the assembly machine polish finishes you wanted, after all you wanted to bring 1.0 out before cyberpunk came out in September, but since it's been pushed back yet again, you could take that time back and get more work done, as ...
by conn11
Thu Jul 09, 2020 4:18 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 7
Views: 657

Re: Disable artillery wagon auto-fire when train is in manual mode

I don't understand why you quoted this paragraph from the wiki. It's about manual targeting mode , not about manually driven train . Trains in manual mode are described in the "Train properties" section below: When part of a manual-mode (player-driven) train, artillery wagons will fire wh...
by conn11
Thu Jul 09, 2020 3:36 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 7
Views: 657

Re: Disable artillery wagon auto-fire when train is in manual mode

In automatic mode, when the train is stopped, the artillery wagon will automatically scan for enemy structures (spawners and worms) and shoot at them. Automatic mode cannot target mobile units (biters and spitters); shells do, however, damage mobile units in the vicinity of impact normally. In manu...
by conn11
Thu Jul 09, 2020 1:00 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 7
Views: 657

Re: Disable artillery wagon auto-fire when train is in manual mode

Though with a designated artillery train, this behaviour might be desirable.
If any change is to be made, a toggle (probably manually operated) automatic artillery UI addition will do the trick.

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