Search found 214 matches

by Align
Fri Aug 21, 2015 3:56 pm
Forum: News
Topic: Friday Facts #100 - So old
Replies: 59
Views: 46019

Re: FFF #100 - So old

Wait do the electronics chips have some kind of trademark stuff on them?
by Align
Sun Aug 16, 2015 12:35 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181301

Re: [0.12.x] RSO Discussion thread

Recently been experimenting with doubling region size while increasing resource spawn probability; fields are now further apart while still being about as common, so seeing multiple fields near each other is much rarer, excepting sub-spawns. Hard to compensate for the effect this has on the starting...
by Align
Sun Aug 16, 2015 6:16 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181301

Re: [0.12.x] RSO Discussion thread

Yes.
by Align
Sun Aug 16, 2015 6:01 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181301

Re: [0.12.x] RSO Discussion thread

I am not blaming RSO for missing 1 or more necessary resources near the start. It's supposed to deliberately include all of them in the starting area though, so if it didn't for you that's some kind of bug. You can mess with map gen settings for size to make fields larger and it should work. And if...
by Align
Sat Aug 15, 2015 8:01 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181301

Re: [0.12.x] RSO Discussion thread

After messing around with the settings for a bit, I get the feeling that the "size" variable produces half as big fields as in early versions of RSO. Maybe it used to be radius but is now interpreted as diameter? In any case, doubling the values given to it in vanilla.lua gives me the larg...
by Align
Sat Aug 15, 2015 7:33 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181301

Re: [0.12.x] RSO Discussion thread

Is there any way to generate decent resource patches in the start and then spread out the rest? I tried the vanilla very low frequency to try to spread out the map but it kept leaving out key resources (IE Iron or Coal) in the starting area and then none to be found before finding biters. I tried R...
by Align
Tue Aug 11, 2015 9:58 am
Forum: Releases
Topic: Version 0.12.3
Replies: 47
Views: 48696

Re: Version 0.12.3

You can, as long as the game doesn't have any DRM. Like The Witcher games, you can just move or copy the steam/steamapps/common/Witcher (or whatever) folder to anywhere, even other computers, and it should work fine.
by Align
Mon Aug 10, 2015 5:46 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181301

Re: [0.12.x] RSO Discussion thread

Oh, that wasn't a starting area patch, that's why it annoyed me. Too far to get by belt, too small for a train stop.
by Align
Mon Aug 10, 2015 2:32 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181301

Re: [0.12.x] RSO Discussion thread

Upon testing a bit, it seems the mod now uses the in-game starting options. override_normal_spawn is set to true, but I found ignoreMapGenSettings near the bottom; guess I need to set that to false now, too?
by Align
Mon Aug 10, 2015 2:05 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181301

Re: [0.12.x] RSO Discussion thread

I'm getting small extremely dense fields instead of the large sprawling fields I'm used to: http://i.imgur.com/M1IEIw8.jpg Small fields are kind of tedious for mining and ferrying by train, which is why I'm using RSO in the first place, so how do I change it around? /resourceconfigs/vanilla.lua has ...
by Align
Fri Aug 07, 2015 9:06 pm
Forum: Releases
Topic: Version 0.12.3
Replies: 47
Views: 48696

Re: Version 0.12.3

Like the new main menu background, a fine use for that concept art image!
by Align
Fri Jul 24, 2015 3:18 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 139004

Re: Version 0.12.0

If you don't like the new biters, you can mod them out of the game. That's the great thing with games that are modifiable, if you don't like it, remove it. :) That's a terrible response to criticism, especially of a game that's in development and needs all the feedback it can get. Why is everyone g...
by Align
Fri Jul 24, 2015 2:52 pm
Forum: News
Topic: Friday Facts #96 - The fixing phase
Replies: 51
Views: 37578

Re: Friday Facts #96 - The fixing phase

Damn nice concept picture, I really like. But I'm afraid that potential buyers will be too confused by the mess of it all. They may not know what it is they're looking at. Yeah it's really cool, but also really busy - I already know all the buildings in it and my eyes still almost glaze over from s...
by Align
Fri Jul 24, 2015 10:05 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 139004

Re: Version 0.12.0

[...]boils down to something like this: "look, we added this new enemy!" "Does it do anything interesting?" Well, they specifically said it was simply to reduce pathfinding lag, so I'm not sure why anything else would be expected? If you don't like the new biters, you can mod th...
by Align
Thu Jul 23, 2015 8:42 am
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 139004

Re: Version 0.12.0

I think you hit some kind of cap if the aliens send just as many green biters as they used to send blue. Like, they would be sending even more (and would have sent way more blues before the patch), except due to lag concerns the game ensures only so many are sent. So it would help with performance i...
by Align
Sat Jul 18, 2015 7:50 pm
Forum: Duplicates
Topic: [0.12.0] Crash after colliding with tree in car
Replies: 2
Views: 3974

Re: [0.12.0] Crash after colliding with tree in car

Hm... I probably wanted to repair the car after, so I guess so. Alright, file this as a duplicate then.
by Align
Sat Jul 18, 2015 4:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.0][Twinsen]Cannon shells switched damage numbers
Replies: 3
Views: 3332

Re: [0.12.0]Cannon shells switched damage numbers

Though it should probably list the AoE radius like the explosive rocket does.
by Align
Sat Jul 18, 2015 4:40 pm
Forum: Duplicates
Topic: [0.12.0] Crash after colliding with tree in car
Replies: 2
Views: 3974

[0.12.0] Crash after colliding with tree in car

Happened right next to a brick path and conveyor belt full of coal, if that's relevant. Collided with trees earlier without issue, so not sure what the real cause was.
by Align
Fri Jul 17, 2015 7:39 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 139004

Re: Version 0.12.0

With the new vehicle friction for surfaces, can we hope to see special effects to go along with this? I'd love to see cars (and trains? if theyre affected) kicking up big swathes of dust as they race across the desert.
by Align
Tue Jul 14, 2015 11:58 am
Forum: Ideas and Suggestions
Topic: Continents
Replies: 12
Views: 6784

Re: Continents

The world generator already can do that very well because it is based on Perlin Noise. Right, you can set Terrain Segmentation to Low or Very low and Water to Big or Very big when starting a new game to get continent-like landmasses. This works great with low frequency of resources too, or mods lik...

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