Grid Sage Forums
- May 12, 2024, 06:09:39 PM
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Testing in an actual release build would be the next step to confirm, but that takes even longer and there's also nothing unique about release builds in this regard so is assumed unlikely to turn up anything. To that point, unfortunately by now I've already put waaaaaaaaay too many hours into this for what is a very unimportant issue, so I've decided it will live on forever!That makes sense. I'm actually a bit surprised that you even tested it this much because i thought you'd already said that you wouldn't investigate further in the past.
This isn't a bug, it's just how that particular event is coded.I mean, everything in the game happens because that's how it was coded, including bugs.
Disable at your own risk!I'm not sure how i'd be disabling my Visual Processing Units with any risk, given that i usually know if there are other hostiles nearby, and that almost every time, i'll prefer missing a few shot against the sentry from not seeing it¹ rather than having tracking reinforcements sent after me.
I mean... explosion predictions are pretty obvious because they have a half-square outline delineating the maximum in each axis direction, which is the more fundamental part of that display--it uses lines in addition to the interior highlight area and not just relying on color like the rest of the targeting interface.It might be intended to be the more fundamental part of that display, but what i automatically check to see if an explosion will occur is the far more obvious highlighted area. I wouldn't be surprised if that was also the case for a good chunk of players.
Yeah I'm aware of this behavior, that's how it was built to show you the arc no matter what, since it's helpful to know even if it won't fire, which you'll generally know due to the other differences (in particular the lack of an explosion prediction showing AOE).Maybe the arcs should be made less obvious, at least when combined with explosives, then? The explosion prediction does get hidden pretty well by the arc if you're not firing at close-range targets. (Though that might be due to my SHIFT_HUE... I'll have to check.)
What information were you hoping for?How it interacts with multi-slot parts, weapons with special effects and AAs.
out of view,I don't know if the bug you fixed also fixed other occurences, but as i mentioned, it also happened with allies in view.
Recently a guide was created by some on the Discord about the scrap engine.Thanks! It isn't as informative as i hoped, but still very useful.
https://noemica.github.io/cog-minder/wiki.html#Scrap%20Engine
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)I don't doubt its power when used well (and with sensors to avoid constant fights), though i wasn't expecting the "one-shot any bot" part.
Yes very specifically the Storage Unit swapping rules were actually changed for a short period during Beta 13 development to make sure that doesn't happen, but it actually lead to even more problems for players, so was switched backI am somewhat curious as to what problems this lead to.
There won't be warnings added for this particular feature, you'll have to swap manually if you don't want automated behavior, which has very few rules and is quite consistent for the very reason that it's easy to predict what will happen if you let the automated system do its thing.I do have to admit that i never actually use the auto-replacement feature to replace items from my inventory, in part because i didn't realize it existed, in part because those situations are rare compared to replacing equipped parts. As a result, swapping a part from the ground to replace an equipped item that then replaces an inventory item is something i almost never really expect.