Search found 12 matches

by hansson
Thu Mar 02, 2017 11:38 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1396059

Re: Development and Discussion

With regards to Loaders, I think it would be fine for them to have some kind of reactor as part of their recipe, and on top of that make their cost somewhat in line to 4 stack inserters or something. You can more or less, with bobs inserters, make "loaders" (that require a bit more space) ...
by hansson
Tue Feb 28, 2017 7:21 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1227171

Re: Bugs & FAQ

Crawler construction vehicle does not require Engine to research, but actually requires Engine unit to build. Probably not intended.
The crawler construction train seems more correct.
by hansson
Thu Feb 16, 2017 4:24 pm
Forum: Implemented Suggestions
Topic: Bot should choose closest box when supplying player
Replies: 9
Views: 5605

Re: Bot should choose closest box when supplying player

I am sorry. You are entirely right. I was misinformed in IRC and had overlooked an active provider chest in my tests. (It was a little hard to find looking manually.) Does the current code always check distance or only for player supplying? Always. If this is the expected behavior, then how is this...
by hansson
Fri Jan 27, 2017 9:12 pm
Forum: Technical Help
Topic: Map download never finishes [14.5] headless windows
Replies: 89
Views: 58858

Re: Map download never finishes [14.5] headless windows

At a cursory glance, it seems more likely to be a checksum issue than some deep packet inspection issue, based on the fact that flipping some random byte (does it work with flipping / inserting *any* random byte?) seems to bypass the issue. While the deep packet inspection thing would need to happen...
by hansson
Thu Nov 03, 2016 7:06 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1227171

Re: Bugs & FAQ

Fantastic mods! A minor thing I noticed... "Pellet Processing 2" does not require "Pellet Processing 1" tech, but the machine it'self (Pellet Press MK2) does require the MK1 one. Same goes with Pellet Processing 3. This seems inconsistent with all other tech. Intended?
by hansson
Fri Oct 28, 2016 6:05 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.16] Performance scaling issues with large containers
Replies: 6
Views: 3196

Re: [Rseding91] [0.14.16] Performance scaling issues with large containers

What type of slowdown do you experience?

GTX970, i7-4770, you think this might be a hw issue?
by hansson
Thu Oct 27, 2016 9:41 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.16] Performance scaling issues with large containers
Replies: 6
Views: 3196

Re: [Rseding91] [0.14.16] Performance scaling issues with large containers

I made a poor quality (that ended up being enormous anyway) gif in an effort to be even more clear: http://i.imgur.com/T9AnLXe.gifv One thing I noticed was that when hovering around in the warehouse, the FPS drops but not the UPS. In the storage warehouse, both drops significantly with freezelag. I ...
by hansson
Thu Oct 27, 2016 4:52 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.16] Performance scaling issues with large containers
Replies: 6
Views: 3196

[Rseding91] [0.14.16] Performance scaling issues with large containers

Disclaimer: Below is not really a problem in the practical sense when using vanilla containers due to their size. The problem only become apparent when using modded large containers, such as warehouses or similar, but can be observed with vanilla containers as well. I noticed in one of my heavily mo...
by hansson
Wed Oct 26, 2016 7:09 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 229272

Re: [MOD 0.14] Warehousing v0.0.11

It's kind of well established that insertion speed into a large container (like the warehouse mod) affects performance, but it seems like the "Gui update" that can be viewed when debugging info is on (F5) is affected in the same way when just hovering above entities in the container or ove...
by hansson
Sun Aug 21, 2016 9:53 pm
Forum: Ideas and Suggestions
Topic: Sound Control Option and Hotkeys / Some Key Combination (ALT+TAB?) Disables Sound Option
Replies: 11
Views: 2937

Re: Sound Control Option and Hotkeys

Yes, in addition to it being easier to toggle sound and music instead of working the sliders back and forth, forgetting the exact configuration you had them in and so on. This is a common feature in many games. I haven't experienced the volume difference you are describing however. Not so I have not...
by hansson
Fri Aug 19, 2016 11:08 pm
Forum: Ideas and Suggestions
Topic: Sound Control Option and Hotkeys / Some Key Combination (ALT+TAB?) Disables Sound Option
Replies: 11
Views: 2937

Sound Control Option and Hotkeys / Some Key Combination (ALT+TAB?) Disables Sound Option

This is a simple suggestion: add hotkeys for controlling in-game sound and music. For example, by default, ctrl+M would enable/disable in-game music, ctrl+S would enable/disable in-game sound, and so on. In addition, add checkboxes in the options menu, under "Sounds" presumably, for enabli...
by hansson
Tue Jun 28, 2016 10:40 pm
Forum: Duplicates
Topic: [0.13] Crash when shift+right-click in any (?) building
Replies: 2
Views: 768

[0.13] Crash when shift+right-click in any (?) building

How to reproduce:

- Select any building
- Hold shift and rigt click an empty slot (science pack slot in science lab, iron plate in assembler for gears, ...)
- Game crashes

Log is attached.

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