Search found 29 matches
- Fri Mar 06, 2020 9:58 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 33151
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Love the VS Code integration, way cool!
- Sat Jan 11, 2020 5:52 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 37452
Re: Friday Facts #329 - Campaign reassessment
Campaign style 1 was how the Supreme Commander campaign worked. Sometimes the map expansion was a surprise as enemies showed up on an unprotected flank or sometimes you were ready for it. Either way I enjoyed that style.
- Sat Jun 01, 2019 9:23 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1403787
Re: Bugs & FAQ
Do we know when angel's infinite ores is going to be compatible with bob's ore's again? Depending on which issue you are talking about, it may already be fixed: ---- Version: 0.8.5 Date: 31.05.2019 Changes: - adjustments to resource generator in cooperation with bobbbingabout ---- Huh, I have 0.8.6...
- Sat Jun 01, 2019 5:21 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1403787
Re: Bugs & FAQ
Do we know when angel's infinite ores is going to be compatible with bob's ore's again?
- Sat Jun 01, 2019 5:19 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 212803
Re: [0.17.x] Bob's Mods: General Discussion
I just updated to and still have this problem as well.
I'm stuck I guess until angel updates, or my map is worthless, but I'm only 166 hours in on this one
Code: Select all
Angel's Infinite Ores 0.8.6
I'm stuck I guess until angel updates, or my map is worthless, but I'm only 166 hours in on this one
- Wed Apr 03, 2019 3:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Inventory not visible in crafting window (E)
- Replies: 19
- Views: 6991
Re: [0.17.18] Inventory not visible in crafting window (E)
I'm new here, and I'm not sure if this will reopoen this, but I'm experiencing this on 17.24 It happens in 2 cases. when a large inventory is open (like a warehouse) that has many items in it when trying to view a recipe tool tip from the crafting menu, that has enough items to build it. (such as th...
- Fri Mar 29, 2019 8:10 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 30779
Re: Friday Facts #288 - New remnants, More bugs
What if, when a building reaches 25% health it breaks, not functional, shows as damaged, but can still be repaired with repair packs. When it reaches 0% it is destroyed, and remnants are left as today. This allows you to have structures that are effectively dead but still render correctly and work l...
- Fri Nov 30, 2018 11:53 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 55794
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
I've already bought this game, clearly, but I'd buy it again if I could have a CE Box with some extra loot. Vinyl model of a Rocket Silo anyone?
- Fri Nov 30, 2018 5:24 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 55794
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
As someone playing FluidWorld, pipe optimizations are greatly welcome!
- Sat Oct 27, 2018 7:26 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 239398
Re: Friday Facts #266 - Cleanup of mechanics
Bring on the changes. From a game design prespective these are good choices and I think more should be done to get to the heart of what this game is. Building a cool big factory. I say this having 3k hours in the game, and having played most of the big mods including yours Bob, and enjoy the added c...
- Fri Jan 12, 2018 7:36 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424280
Re: Friday Facts #225 - Bots versus belts (part 2)
Emotional rollercoaster indeed. I'm glad that for now you guys have decided not to nerf bots and did give buffs some thought. I really like the last idea provided by V453 and if there is a way to do it without too much trouble I feel that would be great! :) The new splitters options are fantastic! ...
- Mon Dec 11, 2017 5:08 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 85882
Re: Friday Facts #220 - The best Friday Facts ever
I didn't see an alternative (Chrome)Starfox wrote:But you can only order with paypal
Or is this a firefox issue? Are there other payment methods?
I bought mine.
- Sat Nov 11, 2017 6:12 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 31806
Re: Friday Facts #216 - Paving a path for the GUI update
even f#pleegwat wrote:Well, if you're offering bindings for C#, wouldn't that mean any other .net language would also work?
- Fri Sep 01, 2017 9:21 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 43475
Re: Friday Facts #206 - Workflow optimisation
different kinds can. So you can weave yellow, red, and blueNiko_Dreamer wrote:This will probably never happen, but it would be cool if underground transport belts could go under other underground transport belts without interfering with the other line.
- Fri Sep 01, 2017 9:08 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 43475
Re: Friday Facts #206 - Workflow optimisation
Non joining pipes confirmed Things like that happen when the composition is created in the graphics editor, and not in the game. Non joining pipes unconfirmed. :( Although I could use to different kinds of pipes that don't connect (except to structures, like pumps, tanks, refineries, etc). Would be...
- Fri Sep 01, 2017 8:56 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 43475
Re: Friday Facts #206 - Workflow optimisation
Non joining pipes confirmedFormal Rice Farmer wrote:
- Tue Aug 01, 2017 4:50 pm
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 58759
Re: Friday Facts #201 - 0.15 Stable, but not really
Despite all the arguing about what is clearly and X Y problem, As a large map player, thank you for any small improvements in save & load times.
- Fri May 05, 2017 10:05 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 82247
Re: Friday Facts #189 - Specifying the 1.0
I think there should be a middle ground between having to automate things that you really need and having to automate things that normally have to be produced in relatively small quantities. One solution is to make a research overhaul in form of being able to make a specialized science pack product...
- Tue May 02, 2017 3:20 pm
- Forum: Duplicates
- Topic: [0.15.x] Kills UI gets cut off if no kills in last 5s
- Replies: 3
- Views: 2002
[0.15.x] Kills UI gets cut off if no kills in last 5s
Pressing K to open the Kills window, if you have not killed anything in the last 5 seconds, opens the window centered, with no graph. If you then change the time to expand to 1 hour, the Kills UI falls off the screen when the UI scaling is set to >150%. If you have kills within the last 5 seconds, t...
- Fri Apr 28, 2017 4:58 pm
- Forum: Releases
- Topic: Version 0.15.3
- Replies: 58
- Views: 40693
Re: Version 0.15.3
Installed 0.15.3 on my server and client this morning and my ups dropped from 60 to 45 in my small new factory. Anyone else with issues on that? Yes, I have slowdown in my multiplayer map as well (even when running in single player) It slows down to 30fps randomly, then slowly kicks back to 60fps. ...