Search found 286 matches
- Mon May 26, 2025 5:57 pm
- Forum: Modding help
- Topic: Hardcoded\Weird processing of 'normal' quality
- Replies: 2
- Views: 427
Re: Hardcoded\Weird processing of 'normal' quality
The way quality scaling in general is handled is weird. All the mods I've looked at that try to make quality scaling work differently for an existing item end up creating special case versions of the item for every quality level and then performing a little switcheroo every time it's built. I don't ...
- Tue May 13, 2025 9:42 pm
- Forum: Technical Help
- Topic: Is there a way to change the default player color?
- Replies: 1
- Views: 251
- Tue May 13, 2025 9:42 pm
- Forum: Ideas and Suggestions
- Topic: Player character color setup
- Replies: 5
- Views: 1619
Re: Player character color setup
Thirded. I just asked if there was a way before finding this and discovering that there wasn't:
128776
It's annoying because I usually don't even remember the RGB value I prefer and have to experiment until I find the color I like again.
128776
It's annoying because I usually don't even remember the RGB value I prefer and have to experiment until I find the color I like again.
- Tue May 13, 2025 9:37 pm
- Forum: Technical Help
- Topic: Is there a way to change the default player color?
- Replies: 1
- Views: 251
Is there a way to change the default player color?
Every time I start a new game I have to manually set my preferred player color, which also often involves hunting around for the RGB value. I would like a way to set what player color I used by default when I started a new game, or joined a server if the host didn't have a different policy regarding ...
- Fri Apr 11, 2025 12:37 pm
- Forum: Technical Help
- Topic: A friend lost his password
- Replies: 2
- Views: 365
Re: A friend lost his password
How many emails could he possibly have? I’ve been on the internet for the past 15~ years and only have 3, 1 of which is purely for work. Also, the email it’s associated with will have the account creation email in it.
I've been on the Internet for the past 35 years, and I have, by one count ...
- Sun Feb 23, 2025 12:21 am
- Forum: Technical Help
- Topic: A friend lost his password
- Replies: 2
- Views: 365
A friend lost his password
He has a username, and a service token. He can't remember what email he used. Is there a way for him to recover? If he was sent a password reset to his email he probably still has access to it.
He could, I suppose, just try to send a reset to every email he can think of.
He could, I suppose, just try to send a reset to every email he can think of.
- Wed Feb 19, 2025 4:10 pm
- Forum: Releases
- Topic: Version 2.0.34
- Replies: 45
- Views: 18792
Re: Version 2.0.34
When we enabled LTO on GCC we were getting "Undefined reference to main()" errors that we could not figure out how to fix. Bisecting resulted in a completely random commit related to trains that, when reverted, fixed the issue. But reverting was not an option because it fixed a critical bug ...
- Mon Feb 10, 2025 11:34 am
- Forum: Releases
- Topic: Version 2.0.34
- Replies: 45
- Views: 18792
Re: Version 2.0.34
A change that is not mentioned in the changelog is that Linux builds are now built with Clang instead of GCC, which has allowed us to re-enable link-time optimization on Linux builds. Linux players should see some performance improvements due to this.
I'm curious, what was the blocker for LTO ...
- Wed Dec 18, 2024 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.25] Crash deleting big platform with cargo bay (CargoStation::refreshCargoPodCapacity)
- Replies: 3
- Views: 1242
Re: [Genhis][2.0.25] Crash deleting big platform with cargo bay (CargoStation::refreshCargoPodCapacity)
I so want to know why the specific order in which the cargo platforms are built matters. 

- Mon Dec 02, 2024 6:23 am
- Forum: Modding discussion
- Topic: Best way to capture cargo pod landing?
- Replies: 0
- Views: 333
Best way to capture cargo pod landing?
What is the best way to capture a cargo pod landing/crashing?
I want to have a special item that, if landed in a cargo pod when there is no cargo landing pad,, will automatically build a few items on the surface near where the cargo pod landed.
I was thinking I could somehow detect the cargo pod ...
I want to have a special item that, if landed in a cargo pod when there is no cargo landing pad,, will automatically build a few items on the surface near where the cargo pod landed.
I was thinking I could somehow detect the cargo pod ...
- Sun Nov 17, 2024 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Add a toggle to disable the jetpack
- Replies: 5
- Views: 1394
Add a toggle to disable the jetpack
TL;DR
Add a toggle enable or disable the jetpack on the mech armor.
What?
There should be a button near the one for the exoskeleton that lets you turn the jetpack on and off. If the jetpack is off, then the automatic flying over things behavior would be disabled and it would be like normal ...
Add a toggle enable or disable the jetpack on the mech armor.
What?
There should be a button near the one for the exoskeleton that lets you turn the jetpack on and off. If the jetpack is off, then the automatic flying over things behavior would be disabled and it would be like normal ...
- Thu Nov 14, 2024 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Accumulator output should scale the same as storage with quality
- Replies: 0
- Views: 675
Accumulator output should scale the same as storage with quality
TL;DR
Accumulator output should scale the same as storage does as quality goes up.
What?
The accumulator capacity currently scales at 100% with each new level of quality. The accumulator maximum power delivery in watts scales at 30% with each new level of quality.
Either capacity should be ...
Accumulator output should scale the same as storage does as quality goes up.
What?
The accumulator capacity currently scales at 100% with each new level of quality. The accumulator maximum power delivery in watts scales at 30% with each new level of quality.
Either capacity should be ...
- Thu Nov 14, 2024 5:35 am
- Forum: Mods
- Topic: [2.0] Brave New World
- Replies: 5
- Views: 1914
Re: [2.0] Brave New World
One of my favorite mods. I don't think you need the player character at all as you are the factory. The canon in my head has always been that the direction of factory growth is done by an advanced AI or that a post-human has forgone his humanity and fused with technology and his entire being and ...
- Tue Nov 05, 2024 5:37 am
- Forum: Duplicates
- Topic: [2.0.14] Placing tile of quality concrete then picking up normal concrete
- Replies: 1
- Views: 593
[2.0.14] Placing tile of quality concrete then picking up normal concrete
When you place a tile of quality concrete, and then you pick it back up, it turns back into normal concrete. This seems like a bug. Is it intended behavior? Walls don't work that way.
The reason this matters to me is that I'm trying to build a Rare quality electromagnetic plant, and collecting all ...
The reason this matters to me is that I'm trying to build a Rare quality electromagnetic plant, and collecting all ...
- Mon Oct 28, 2024 7:42 pm
- Forum: Ideas and Suggestions
- Topic: Search for car in map, maybe by naming it?
- Replies: 1
- Views: 1156
Re: Search for car in map, maybe by naming it?
I discovered that you can use alt-right-click to put a pin on your car. This solves the problem just fine.
- Sun Oct 27, 2024 6:09 am
- Forum: Mods
- Topic: [2.0] Brave New World
- Replies: 5
- Views: 1914
[2.0] Brave New World
This mod will need to seriously change for 2.0. Mostly, it will get a LOT simpler as 2.0 supports doing practically everything via map view.
I'm thinking of, instead of removing the character, confining the character to another surface (the "Control Room") where they manage what's going on on ...
I'm thinking of, instead of removing the character, confining the character to another surface (the "Control Room") where they manage what's going on on ...
- Wed Oct 23, 2024 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Search for car in map, maybe by naming it?
- Replies: 1
- Views: 1156
Search for car in map, maybe by naming it?
It would be nice to be able to search for my car in the map view somehow. Maybe I could assign it a name?
- Fri Jul 05, 2024 10:09 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 66343
Re: Friday Facts #418 - Space Age release date
The biggest motivation that arose from playtesting was to be able to add fuel to stuck locomotives, remove random items from places where they don't belong, and to add/upgrade/remove modules.
So the solution is, that you can just simply click a ghost cursor in an inventory slot to make a ghost ...
- Fri Jul 05, 2024 6:17 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 66343
Re: Friday Facts #418 - Space Age release date
As a maintainer (for some values of maintainer) of Brave New World, I imagine I might have a lot of work to do to make it work for 2.0. I strongly suspect it can be made to work a lot _better_ for 2.0 given the remote viewing features that were added.
I'm wondering if adding or removing modules ...
I'm wondering if adding or removing modules ...
- Sat Oct 07, 2023 3:13 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 49513
Re: Friday Facts #379 - Abstract rewiring
You guys implemented my LD Auto Circuit mod (more or less) into the base game!
And here I was getting all excited by the changes to how ghosts handled wires so I could make it work for hand-placed ghosts as well!
And here I was getting all excited by the changes to how ghosts handled wires so I could make it work for hand-placed ghosts as well!