Search found 79 matches

by atomizer
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: 3762

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
by atomizer
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: 3762

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.
by atomizer
Fri Oct 08, 2021 6:38 pm
Forum: Ideas and Suggestions
Topic: Make train path visualization not obscure other trains
Replies: 2
Views: 749

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.
by atomizer
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: 5929

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.
by atomizer
Sun Aug 22, 2021 8:16 pm
Forum: Technical Help
Topic: Performace issues on High-End PC
Replies: 12
Views: 4387

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.
by atomizer
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: 3679

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?
by atomizer
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: 1603

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...
by atomizer
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: 1603

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 ...
by atomizer
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: 1147

[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...
by atomizer
Fri Jan 22, 2021 10:38 pm
Forum: General discussion
Topic: Alt-F4 #22 - Blueprint Rant
Replies: 10
Views: 4034

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.
by atomizer
Thu Jan 07, 2021 10:24 am
Forum: Not a bug
Topic: [1.1.6] Spidertron assembly machine requester chest problem
Replies: 10
Views: 2565

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.
by atomizer
Sat Dec 12, 2020 10:22 pm
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 64
Views: 19811

Re: your thoughts on menu simulation

Existence of the sound slider doesn't change that the default value is way too high.
by atomizer
Wed Nov 25, 2020 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.1] Wrong flipping of a splitter with priorities
Replies: 2
Views: 1947

[posila] [1.1.1] Wrong flipping of a splitter with priorities

Steps: ctrl-c the splitter on the left, press F, place ghost. Curiously, it looks correct while in hand. Only affects flips that change direction.
by atomizer
Wed Nov 25, 2020 6:33 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.1] Multiple entity status issues
Replies: 6
Views: 3661

Re: [kovarex] [1.1.1] Multiple entity status issues

None of the bots ever have any status.
by atomizer
Thu Nov 12, 2020 5:52 pm
Forum: Not a bug
Topic: [1.0.0] Numeric only textfields allow character movement when using WASD
Replies: 3
Views: 967

Re: [1.0.0] Numeric only textfields allow character movement when using WASD

Input fields seem to consume only those keypresses that can change the content or cursor position, anything else falls through to the game. For example, in the same way you describe, a normal text field doesn't consume F keys. The only inconsistency I could find is that up/down keys are consumed in ...
by atomizer
Sun Sep 06, 2020 10:23 am
Forum: Resolved Problems and Bugs
Topic: [Ian] [1.0.0] Bad looping of some sounds
Replies: 1
Views: 2530

Re: [1.0.0] Bad looping of some sounds

Uhh here's the file, didn't attach for some reason.
by atomizer
Sun Sep 06, 2020 10:22 am
Forum: Resolved Problems and Bugs
Topic: [Ian] [1.0.0] Bad looping of some sounds
Replies: 1
Views: 2530

[Ian] [1.0.0] Bad looping of some sounds

Specifically, steam-turbine and electric-furnace start and end on a non-zero sample, which leads to clicking artifacts when looped. Attached are examples of both (exaggerated, but easily noticeable in-game too). For correct looping, look at electric-mining-drill - both start and end are smoothly tra...

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