Search found 214 matches
- 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?
- 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...
- Sun Aug 16, 2015 6:16 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181301
- 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...
- 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...
- 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...
- 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.
- 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.
- 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?
- 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 ...
- 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!
- 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...
- 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...
- 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...
- 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...
- 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.
- 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.
- 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.
- 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.
- 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...