Search found 79 matches
- 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
- 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.
- 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.
- 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.
- 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.
- 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?
- 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: 21451
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: 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...
- 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 ...
- 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...
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 ...
- Sun Sep 27, 2020 10:10 pm
- Forum: Not a bug
- Topic: Scaling techs don't depend on science packs
- Replies: 1
- Views: 695
- 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.
- 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...