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 1 
 on: Today at 06:02:00 AM 
Started by Mr Goldstein - Last post by Kyzrati
Ah cool, thanks for the saves, if repeatable that'd be neat to knock this off the list :)

Too bad the notification for this one came in rather late today, since I was just doing some debugging in the older version earlier and was all set up for that, but now I'm back on the next version again so I guess it'll have to wait until return to older things to check this out...

 2 
 on: Today at 05:58:04 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Yeah the behavior is meant specifically for you attaching propulsion. I guess it could technically be extended to include other types of "new part being attached," but maybe better not to since there will be more exceptions added and exceptions are not great, then it'd end up being inconsistent every so often during expansion... Other cases are few and far in between, so you can do so manually if necessary.

 3 
 on: Today at 05:55:48 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
They will avoid traps during general movement, but if there's other stuff going on, in particular confrontations with enemies, they're no longer going to care--combat takes priority. This is intentional behavior.

 4 
 on: Today at 05:53:41 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Autopathing does avoid collapsed tiles by default as of Beta 13. To get through via mouse you need to move adjacent to them to show that's your intent.

 5 
 on: Today at 03:39:55 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
As visible in the screenshot, i had downloaded the garrison registry, which includes all trap locations. Despite this, an allied grunt still decided to step on a known Fusion Bomb Trap, just to get a better chance to attack a Watcher. As a result, i lost two allies and four potential allies. For a Watcher.

And it's not just this specific situation, either. In the last few Betas (starting from 10ยน), it's happened far too often that an Operator ally would hover around me and over know traps, or that when going through a 1-tile gap in Ambush Traps, a group of allies following me would not attempt to dodge them (that one only happened once in Beta 11, but still).

That a Behemoth would have trouble avoiding known traps, i can understand. That a group of allies would trigger a known Alarm Trap, i can understand, it's not the worst trap. That allies wouldn't attempt to go around traps when they would need to make a huge detour, i can also understand.
However, i can't understand allies not avoiding group-destroying traps.

The worst part is that sometimes, they do actually try and avoid traps. And i don't understand why only those times and not the others.

 6 
 on: Today at 03:18:27 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
As (not technically) visible in the attached screenshot, after an allied Surgeon repaired my Broken Gyrokinetic Inverter, said propulsion unit auto-activated despite the fact that i set my advanced.cfg setting disableSecondPropulsionAutoactivate=1

I guess it isn't technically a bug, given that the manual entry for disableSecondPropulsionAutoactivate states that it's specifically for attaching propulsion, not anything else, but i thought i'd mention it here in case it's not the intended behavior.

 7 
 on: Today at 03:05:43 AM 
Started by Mr Goldstein - Last post by R-26 Lightspeed
I've started a run dedicated to hunting down possible bugs, as well as trying to figure out the exact cause of this bug.

In this run, i managed to make the bug occur every single time i started the session before the area it happens in.
Attached to this post are two save files from that run and the manual save for both.
The unnamed save file starts before the setup for the bug, in -8/Materials.
The "Wastes" file is the save file closest to the bug happening, where the only thing required to witness the bug is to exit the Wastes and go to the western side of the Factory map to visually find one of the two Caves exits (they're both on that side, relatively close to each other).
I tested from that save file and from many other points; The only times the bug didn't occur was when starting the session in the post-Wastes -7/Factory. (Every time, i had previously identified the exit using access(branch).)

I know that this is a very low priority bug, but here's the savefiles anyway for whenever you want to investigate further.
If the bug somehow manages to not occur for you with those savefiles, then there's probably some difference between my Cogmind installation and yours. (I'm still playing on Linux through Proton.)

 8 
 on: Today at 02:51:17 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
As visible in the attached screenshot, mouse auto-pathing completely avoids the shorter path through the broken tiles, because those tiles have been repaired since the last time i saw them (from the north side).

At least i think that's what's happening here. I don't *think* auto-pathing is trying to avoid collapsable tiles?
I'll try to investigate more later to make sure.

 9 
 on: April 14, 2024, 12:30:40 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Scrap Engine is actually one of the most powerful items in the game when used properly :) (people have put together flying builds with massive integrity and weapons that can one-shot any bot in the game--any bot)

 10 
 on: April 13, 2024, 10:17:09 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
Yeah, the way the Scrap Engine is just laying on the ground clearly implies that it isn't its final place in the game world.
I am never taking that gamble again, though. My first experience with it was bad enough. I didn't imagine i would skip a total of four depths to end up in -5.
I was also (and still am) unfamiliar with the Scam Engine (as you might have guesses by the surname i'm giving it), so attempting to make it work alongside with desperately trying to find any infowar went pretty horribly. I ended up getting my first Sensor Array in -3, at which point i discarded the Scam Engine to transition to flight and now the run is going much better.

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