Search found 86 matches

by atomizer
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.
by atomizer
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
by atomizer
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 ...
by atomizer
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_...
by atomizer
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.
by atomizer
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
by atomizer
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
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: 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
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: 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.
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: 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.
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: 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.
by atomizer
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.
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: 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?
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: 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...
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: 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 ...
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: 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...
by atomizer
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.
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: 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.
by atomizer
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.

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