Search found 86 matches
- Sat Dec 18, 2021 2:36 pm
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 3641
Re: I need to make cogs... (How should I?)
Making gears reduces the amount of items (2 plates to 1 gear), so making them early reduces the amount of belts you need. Copper cables are the opposite, because making them increases amount of items (1 plate to 2 cables), so making them close to consumers is the better choice.
- Thu Dec 09, 2021 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Stacksize in tooltip
- Replies: 15
- Views: 4162
Re: Stacksize in tooltip
+1, should be in default tooltip
- Tue Dec 07, 2021 6:14 pm
- Forum: Assigned
- Topic: [Pard] [1.1.48] "Stack Transfers" tutorial triggered very late in game
- Replies: 2
- Views: 1614
Re: [Pard] [1.1.48] "Stack Transfers" tutorial triggered very late in game
I wonder if it'd be best to trigger this the first time you transfer any inventory item to another inventory, regardless of the method? But that happens immediately at the start of the game, which is way too early. I suggest triggering it when the player moves two stacks of the same item one after ...
- Fri Oct 29, 2021 9:36 pm
- Forum: Assigned
- Topic: [posila] Worms can exceed their range and projectile count (Reopened)
- Replies: 5
- Views: 5418
Re: [posila] Worm range bigger and worms shooting more projectiles than usual when running
Here is a video of multiple splashes created from single shots, and splashes landing past maximum range: https://giant.gfycat.com/SpeedyCharmingFireant.mp4 Looks like there is a minimum character speed that is needed to trigger the bug. With no equipment, minimum game.player.character_running_speed_...
- Thu Oct 28, 2021 9:17 am
- Forum: Assigned
- Topic: [posila] Worms can exceed their range and projectile count (Reopened)
- Replies: 5
- Views: 5418
Re: [posila] Worm range bigger and worms shooting more projectiles than usual when running
Both parts of the bug still exist in 1.1.44. To reproduce, be stationary during worm's wind-up animation, then run fast or teleport while the worm is shooting.
- Thu Oct 28, 2021 8:59 am
- Forum: Not a bug
- Topic: [1.1.42] Crash out of memory when teleporting
- Replies: 3
- Views: 1847
Re: [1.1.42] Crash out of memory when teleporting
Yes, you are right, it looks like this is a side effect of viewtopic.php?f=11&t=77071
- Tue Oct 19, 2021 9:58 pm
- Forum: Not a bug
- Topic: [1.1.42] Crash out of memory when teleporting
- Replies: 3
- Views: 1847
Re: So, this happened.
The crash log says you just ran out of memory. Given how many chunks you were generating, not really that surprising.
Code: Select all
Unhandled exception: memory allocation of 250000 bytes failed! RAM: 15876/16206, Page: 29503/29506
- Tue Oct 12, 2021 10:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [1.1.41] Victory window locked behind inventory when mod opens it afterwards
- Replies: 4
- Views: 4163
Re: [1.1.41] Victory window locked behind inventory when mod opens it afterwards
Another way to get stuck: click on a tag in chat that opens a GUI (train for example) while the victory window is visible
- Tue Oct 12, 2021 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [1.1.41] Victory window locked behind inventory when mod opens it afterwards
- Replies: 4
- Views: 4163
Re: [1.1.41] Victory window locked behind inventory when mod opens it afterwards
Reproduced this in vanilla. Start in multiplayer, exit editor with /editor, open player menu and wait. Victory window appears, then player menu jumps in front when logistics are researched.
- Fri Oct 08, 2021 6:38 pm
- Forum: Ideas and Suggestions
- Topic: Make train path visualization not obscure other trains
- Replies: 2
- Views: 897
Re: Make train path visualization not obscure other trains
Another suggestion in the same vein - make path segments current signal-colored (like the in-world arrows on top of rails) so that it is immediately obvious that some parts of the path are blocked regardless of the cause.
- Thu Sep 30, 2021 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Disable artillery wagon auto-fire when train is in manual mode
- Replies: 19
- Views: 6893
Re: Disable artillery wagon auto-fire when train is in manual mode
+1. It's one of those aspects of the game that seem like an oversight/underdeveloped feature more than anything. Even if this is not going to change in 1.x, I hope the expansion has some/more quality of life features like this.
- Sun Aug 22, 2021 8:16 pm
- Forum: Technical Help
- Topic: Performace issues on High-End PC
- Replies: 12
- Views: 5110
Re: Performace issues on High-End PC
Since you didn't say anything about it and it's a laptop, make sure your power mode is on "best performance". Click the battery icon in the tray to check.
- Sat Jul 03, 2021 4:49 pm
- Forum: Won't fix.
- Topic: [1.1.35] Massively scaled building mini-views cause huge performance hit.
- Replies: 13
- Views: 4147
Re: [1.1.35] Massively scaled building mini-views cause huge performance hit.
I'm not a modder, but it seems clear to me that there are two totally different things you want from it - (1) actually doing the entity's work and (2) restricting building in an area. Is it really that hard to do these separately and link them to each other?
- Sat Jun 26, 2021 10:52 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 24432
Re: Option to disable no-power flashing
good link, +1 to both
- Mon Jun 21, 2021 7:11 pm
- Forum: Implemented in 2.0
- Topic: Move train status indication from floating text to locomotives
- Replies: 7
- Views: 2021
Re: Move train status indication from floating text to locomotives
Here are some suggestions for status icons. As far as I'm aware, everything else corresponds to normal automatic operation and doesn't need an icon. As long as every state is also indicated in the tooltip, no information is lost there, and the icons themselves don't really matter much as long as the...
- Sun Jun 20, 2021 11:38 am
- Forum: Implemented in 2.0
- Topic: Move train status indication from floating text to locomotives
- Replies: 7
- Views: 2021
Move train status indication from floating text to locomotives
What ? Remove floating text above trains and move it to the standard status line inside tooltip of the locomotives and (optionally) icons on top of locomotives. Why ? In my opinion the floating text makes sense only when it is in direct feedback to an action (for example, mining) or lack of action ...
- Wed Feb 24, 2021 1:09 pm
- Forum: Minor issues
- Topic: [1.1.25] Can't advance tutorial when chat is open
- Replies: 1
- Views: 1258
[1.1.25] Can't advance tutorial when chat is open
Using default controls. A) During tutorial, open chat before a tutorial prompt appears. The prompt cannot be dismissed with [Tab], and the chat cannot be closed with [`]. The only way to progress is pressing [Esc] to close the chat, after which [Tab] can dismiss the prompt. B) Same situation with no...
- Fri Jan 22, 2021 10:38 pm
- Forum: General discussion
- Topic: Alt-F4 #22 - Blueprint Rant
- Replies: 10
- Views: 4617
Re: Alt-F4 #22 - Blueprint Rant
Ah yes, let's argue against blueprints while filling the article full of random setups that I can't avoid looking at. Didn't read the whole thing, had to just close the tab.
- Thu Jan 07, 2021 10:24 am
- Forum: Not a bug
- Topic: [1.1.6] Spidertron assembly machine requester chest problem
- Replies: 10
- Views: 2990
Re: [1.1.6] Spidertron assembly machine requester chest problem
An easy fix would be for the recipe copy function to look at the size of the container and adjust the multiplier to leave at least one slot for each item. Not complicated and won't break anything already existing.
- Sat Dec 12, 2020 10:22 pm
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 22394
Re: your thoughts on menu simulation
Existence of the sound slider doesn't change that the default value is way too high.