kovarex

kovarex



02 Nov

Comment

Originally posted by shthed

When might this be available?

When it is done :)

Comment

Originally posted by Illiander

Please please please say you noticed the "draging locks you into a line" comment?

"Dragging locks you into line" is potentially problematic, as there would be a lot of people angry that they can't "spray" their multibelt line.

Comment

Originally posted by mrbaggins

Not quite sure what you meant, but thanks for making the idea work.

While I have you, should the train "add station" button immediately give focus to the search box for typing more letters?

And optionally, keyboard selection from lists would be good.

IE, my current workflow is

  • Click train
  • Click plus for add station
  • Click search button
  • Type name
  • Click station I want
  • Repeat steps 3-5

Whereas with focus and or arrow key selection

  • Click train
  • Click plus
  • Type name
  • (Optional down arrow to correct one)
  • Click ( or press enter)

That would be inconsistent with the gui system, but don't forget to always use the Control+F to activate search instead of clicking the icon.

Comment

Originally posted by vicarion

What kind of tips would you have found useful when playing the game?

I've actually somewhat been keeping a list of things like this. I have attempted to not include things that I'm sure will already be in there (like train basics).

  • You can rotate a train while it's moving (if it's not attached)
  • You can rotate fluid input on an assembler
  • Before you unlock construction bots, you can still use blueprints to change the rotation of fluid input in bulk.
  • Right click to make 5 of something
  • Control click to make all of something
  • Zoom out to see more
  • Trees can be cleared with grenades and poison capsules
  • You can use inserters to daisy chain science labs, and turret ammo.
  • Use burner inserter with coal/wood and notice it fuels itself
  • face burner miners on coal to each other so they feed each other
  • Productivity modules are best on higher value items. The hig...
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Thanks a lot for the list, here are my comments:

  • You can rotate a train while it's moving (if it's not attached) - probably not worth it
  • You can rotate fluid input on an assembler - already there
  • Before you unlock construction bots, you can still use blueprints to change the rotation of fluid input in bulk. - too much of a power feature I would say
  • Right click to make 5 of something - good idea adding to todo
  • Control click to make all of something - good idea adding to todo
  • Zoom out to see more - too basic in my view, but I might be wrong
  • Trees can be cleared with grenades and poison capsules - too specific I would say
  • You can use inserters to daisy chain science labs, and turret ammo. - already there for labs
  • Use burner inserter with coal/wood and notice it fuels itself - good idea adding to todo
  • face burner miners on coal to each other so they feed each other - I prefer this thing to be...
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Comment

Originally posted by kovarex

This is a bit problematic when you think about the implementation, as the stop edit box has already its name in the edit box, which would basically hide (almost) all the other stations.

But we can always add search to the window, it could help somewhat I guess.

Done, worth the 10 mins probably, thx for the idea :)

Comment

Originally posted by mrbaggins

Please make the train station name box filter the list under it, like every typing box in the game.

I ask every FFF that mentions trains on here and I've posted twice on the suggestions forum. It's ridiculous that this is the one text box with what appears to be a list of search results under it that first, isn't filtered like the rest, and second, is useless after 100+ stations

This is a bit problematic when you think about the implementation, as the stop edit box has already its name in the edit box, which would basically hide (almost) all the other stations.

But we can always add search to the window, it could help somewhat I guess.

Comment

Originally posted by Cptn-Penguin

Speakingo of ghost building, when I try to build a blueprint on top of an existing structure (e.g. a rail segment) and the part I click on is a power pole, then shift-clicking will not force-place the blueprint (ignoring obstacles) but just disconnect the wires in the pole.

This is one of the many bugs reported and fixed for 1.1 :)

Comment

Originally posted by TigerXtrm

That power pole change... oh my god that power pole change! THANK YOU!

I often feel like I might be solving small details that not many people care about, but I'm glad that I'm not the only one suffering from these little annoyances, making the work feel more worthwile.


30 Oct

Comment

Originally posted by Purplestripes8

Can you show a different tip on each game load instead of the same one every time?

The tips are reworked a lot, there is no tips and tricks popup in the start of the game anymore, tips are instead unlocked as you progress the game, and you can mark the as being read.
...

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Comment

Originally posted by Rufus_the_demon_Core

Fair enough, probably you are considering waypoint as too op for Vanilla. Therefore mods exists.

But since pathfinding isn’t on the roadmap for spidertron, waypoints would be quite nice and QoL to plot a course e.g. For builder spidertron around a lake. This feature alone would be much more in line with the Vanilla scope for spidertron.

I'm not gainst waypoints in principal.

Comment

Originally posted by Rufus_the_demon_Core

The ghost building upgrade and the logistic slots for spidertron are great and make it much more the remote builder it is so good to use for. Any plans to implement Squad Control and/or Waypoints into Vanilla?

The problem with squad control is, that the limitation of the joystics was put there to kind of limit the amount of spidertron you can use (in not the best way I would say, but it was easy enough to do before 1.0). In some future, I would consider put some other limitations on the amount of spidertrons you can control (research or equipment grid probably), and once it would be done, you could probably control them in much more rts friendly way.

Comment

Originally posted by scpwontletmebe

Do active mods apply to the menu scenes? Can mods specify their own scenes?

Yea, that is the point, mods can mod it in any way they want, they can add/remove or modify the scenes as much as they want. I can imagine mod that adds new stuff would add a few scenes presenting its contents.

Comment

Originally posted by oknoklamkadrzwi

I have spotted some easy to implement improvements after 1k hours and 4k spm base under way:

  1. Q functionality is missing when cursor is on an empty tile. I'd like it to select previously Q selected building.

  2. Ctrl cvz are amazing features! But when you furiously spam Ctrl z, you might accidentally delete power pole or inserted somewhere far away. I'd like to have Ctrl shift z to undo undo, just to make sure I didn't accidentally deconstructed something.

  3. Might be hard to implement: Modules blueprint features to remove modules, change modules and insert modules.

Having redo was on my radar for quite some time, but it didn't get through the filters that enabled us to actually finish the game before we get old :) Maybe some day later.

Comment

Originally posted by DevilXD

Underground belts and pipes were made draggable like power poles, about 4 years ago, in v0.13

This is why we made tips and tricks for the 1.1 version. I will encourage everyone who plays a lot to go through everything there, even if he knows almost everything, as a lot of the small tricks are not as widely known as we hoped for.

Comment

Originally posted by Rufus_the_demon_Core

As far as I understand it, 1.1 will be released as new experimental, so you can choose to keep on playing with functional mods or try the new stuff out.

Yea, 1.1 will follow the standard experimental phase into stable candidate process.


29 Oct


27 Oct

Comment

Hello,

this trully looks quite unbeliavable, there are some obvious questions to have:

  1. Isn't it a fake?
  2. What kinds of subsets of the game did you choose, I mean, you state that there are no robots and electric network is vastly simplified, but what about the rest? Do you have enemies? Trains? Blueprints? In yoru screenshot, gui is just 4 files, while our gui (not counting the library) is few hundreds times more.
  3. Obviously, if you want to share your code, no one will stop you.

Also, we never stated that multithreading is out of the table, it just always proved to be better to optimise the core loop instead so far.


09 Oct

Comment

Originally posted by jaredjeya

Do the tips stay unlocked if you start a new save? Or does it reset?

That is to say, are the tips locked/unlocked per save or is it global?

The tips states are global, it seems obvious to me. Especially because we need to remember which tips were already marked as read, so we won't notify the user with the same tip again and again, that would be plain stupid :)

Comment

Originally posted by matheod

It should also be nice to have a way to see locked tips. For exemple, you want to know what train can do before researching them.

The tech should give you information of what the thing generally helps you with, like "high-thoughput long-distance transportation", and the tips gives you more detail instructions how to actually use that system.