Search found 168 matches

by Holy-Fire
Tue Jan 13, 2015 12:00 am
Forum: Not a bug
Topic: [0.11.8] Shotgun fires when game is unpaused
Replies: 13
Views: 13142

Re: [0.11.8] Shotgun fires when game is unpaused

PS. This only happens if first shift is released, and then space.
by Holy-Fire
Mon Jan 12, 2015 10:54 pm
Forum: Not a bug
Topic: [0.11.8] Shotgun fires when game is unpaused
Replies: 13
Views: 13142

Re: [0.11.8] Shotgun fires when game is unpaused

playing solo, you can pause the game with "escape", so no shotgun problem playing MP, it is also possible, but you have next to click "pause game", it's a bit longer, but no keyboard conflict I often need to see the world while paused, so the escape menu isn't a sufficient solut...
by Holy-Fire
Fri Jan 09, 2015 1:46 pm
Forum: Not a bug
Topic: [0.11.8] Shotgun fires when game is unpaused
Replies: 13
Views: 13142

Re: [0.11.8] Shotgun fires when game is unpaused

Once we didn't move the bug to not bug or minor issues, it is just waiting to be processed, I hope to clear the bug reports section eventually. But I hope you understand that this is 2 levels lower priority than MP crashing, trains going off path and similar stuff. Sure, no problem, I just thought ...
by Holy-Fire
Thu Jan 08, 2015 9:53 pm
Forum: Not a bug
Topic: [0.11.8] Shotgun fires when game is unpaused
Replies: 13
Views: 13142

Re: [0.11.8] Shotgun fires when game is unpaused

So... Am I the only one with this problem?
by Holy-Fire
Sun Jan 04, 2015 11:08 pm
Forum: Not a bug
Topic: [0.11.8] Shotgun fires when game is unpaused
Replies: 13
Views: 13142

[0.11.8] Shotgun fires when game is unpaused

The default key bindings for shooting is space, for pausing and unpausing shift+space. If a shotgun is selected and the game is unpaused, the "space" from the unpausing sequence triggers the shooting, and I'm shooting without intention to do so - typically, in the middle of my base with lo...
by Holy-Fire
Mon Dec 29, 2014 5:38 pm
Forum: Modding help
Topic: Changing assembling machine animation speed (Version 0.11+)
Replies: 0
Views: 916

Changing assembling machine animation speed (Version 0.11+)

In my Zlowdown mod, I have reduced the crafting_speed of assembling machines. In version 0.10 this worked without problem. In version 0.11, apparently reducing the crafting speed also reduces the speed of the animation, which is undesired. How do I modify the animation speed back to the correct valu...
by Holy-Fire
Sun Aug 24, 2014 9:43 am
Forum: Implemented Suggestions
Topic: Disable alert for damaged wall
Replies: 3
Views: 3536

Re: Disable alert for damaged wall

hmm, while i do agree that later game when you get flooded with 300 notifications from 15 different attacks at the same time does get annoying, early game i want that information the way it is now. A setting in the options would work just fine for something like this though. Because when it comes d...
by Holy-Fire
Tue Aug 19, 2014 7:37 pm
Forum: Implemented Suggestions
Topic: Disable alert for damaged wall
Replies: 3
Views: 3536

Disable alert for damaged wall

Currently, whenever any building is damaged, including a wall, a red alert sounds. This is so obviously wrong that I can't believe this hasn't been changed yet, and I was tempted to classify it as a bug report. Walls are supposed to be damaged, I want to be alerted when actually something bad is hap...
by Holy-Fire
Tue Aug 19, 2014 4:40 pm
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11342

Re: [MOD 0.9.x +] Zlowdown v1.6

Version 1.6 is released, with one small but important change: Trains - The weight of all locomotives and cargo wagons is increased. This slows down their acceleration and the maximal speed that air resistance will allow. The max speed attribute is not affected, which is meaningful mostly with a lone...
by Holy-Fire
Sat Aug 16, 2014 11:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6][slpwnd] ghost keep alive when placing rail over r
Replies: 4
Views: 3231

Re: [0.10.6][slpwnd] ghost keep alive when placing rail over

slpwnd wrote:ghosts vs. rails
This could make a nice tower defense game.
by Holy-Fire
Sat Aug 16, 2014 5:28 pm
Forum: Questions, reviews and ratings
Topic: Mod filename rules for 0.10.7 and later
Replies: 29
Views: 34882

Re: Mod filename rules for 0.10.7 and later

to solve this, don't change the name of the directory, but open the json file and change the name of the mod to what the directory is named Hmm... The error message I got on loading confused me. I thought adding the version number was mandatory (and this, of course, cannot be worked around by chang...
by Holy-Fire
Fri Aug 15, 2014 3:05 pm
Forum: Questions, reviews and ratings
Topic: Mod filename rules for 0.10.7 and later
Replies: 29
Views: 34882

Re: Mod filename rules for 0.10.7 and later

WTF... Now instead of being able to relax and play the game, I get a ton of error messages which I have no idea how to fix. I changed the mod folder, now there's something about the graphics... I guess it's my fault for not reading the changelog before upgrading, but I didn't expect something that w...
by Holy-Fire
Thu Jul 10, 2014 2:43 pm
Forum: Modding discussion
Topic: Mod = modification
Replies: 3
Views: 5685

Re: Mod = modification

Problem: There are threads that mention "modules" but don't talk about the in-game "module" items.

Solution: Create a thread that mentions "modules" but doesn't talk about the in-game "module" items.
by Holy-Fire
Thu Jul 03, 2014 5:26 pm
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11342

Re: [MOD 0.9.x +] Zlowdown v1.5

Cool mod, I'll probably use it, but one minor gripe: Why does fuel value scale with the time scale? Wouldn't it be better just to divide the energy consumption of all machines by the time scale? That would make more sense to me. That's definitely an alternative method that I've considered. However,...
by Holy-Fire
Thu Jul 03, 2014 6:38 am
Forum: Ideas and Suggestions
Topic: Allow interaction with UI even when paused
Replies: 21
Views: 6847

Re: Allow interaction with UI even when paused

I agree with the OP. I'll point out that unless I'm imagining things, this actually got worse in 0.10 - now you can't find out the contents of a chest, where you could before. As a shameless plug, my Zlowdown mod reduces the need to pause to plan in the first place. Or not, I slowed down by a factor...
by Holy-Fire
Tue Jul 01, 2014 9:04 am
Forum: Gameplay Help
Topic: Furnace only holds two ores?
Replies: 9
Views: 4401

Re: Furnace only holds two ores?

You're not supposed to have two kinds of ore on the same belt. And if you do, in the full game you can research smart inserters which can be filtered by item type, and use that. You can split the resources before they get there. Or have in mind that the inserters prefer to get the item on the far si...
by Holy-Fire
Fri Jun 27, 2014 8:58 am
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11342

Re: [MOD 0.9.x +] Zlowdown v1.5

I haven't had a chance to try your mod yet (waiting for 0.10.2) but does anything funny happen when fuel value/power use gets bigger than the original unit? E.g if something uses 100kW originally and I multiply it by 20 would it be 2000kW or 20MW? I mean can the game handle values like 2000kW or wi...
by Holy-Fire
Fri Jun 27, 2014 8:37 am
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11342

Re: [MOD 0.9.x +] Zlowdown v1.0

It seems like a simple loop over the fuel-value string to determine the lenght of unit of measure. Shouldnt' take more than 3-5 lines of code. Gotta leave something for future versions of the mod :) Though, yeah, I'm not sure if it is worth it. Are there any items with fuel value/power consumption ...
by Holy-Fire
Fri Jun 27, 2014 8:13 am
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11342

Re: [MOD 0.9.x +] Zlowdown v1.0

Known issues: Modification of fuel values and lab power consumption will not behave correctly if the unit specification in the original prototype is not the last two letters of the string. Could you not just check per each character if it's a letter or number? http://rosettacode.org/wiki/Determine_...
by Holy-Fire
Fri Jun 27, 2014 7:36 am
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11342

Re: [MOD 0.9.x +] Zlowdown v1.5

Version v1.5 released. Changelog: Fuel value increase now applies to all items with a fuel_value. Base fuel value of solid fuel is now 25 as in the original prototype. Power consumption / speed reduction now applies to all labs. Pollution to join attack increase now applies to all units which have t...

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