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 on: Today at 04:34:09 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Ah, it appears that specifically for manually labeled locations out of view, a robot and item occupying the same location will have overlapping labels, unlike when in view where these two labels will each be presented in a different direction so as to not overlap. So the label exists there, it's just under the other one.

This is because labeling items outside view requires basing it on old map knowledge, which is handled by different code unaware of any other label conditions, and that label must happen second. Will have to see about somehow letting it have necessary state info.


There we go :)

 on: Today at 03:13:53 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
As visible in the attached screenshot, i'm hovering my cursor over an operator (sensed through a trojan) in order to see what level this Operator is to see if it could be responsible for the level 2 terminal i'm next to.
However, the game only labels the item the Operator is hovering over.
This happened before in the same run, with directly visible allies also standing over items. However, it only happened to some of my allies that were standing on items, not all of them.
I didn't think to save & quit to see if the bug persisted through relaunch and copy the save file.

Also visible in this screenshot, i clicked the /SCAN/ [1 - HOSTILE] button, to try to get the class rating that way, but it says there are "No hostiles to label". I don't know if this is related.

(I ended up getting the class rating by comparing the color to a different Operator. (I'm not familiar with the Operator color levels with SHIFT_HUE(340) yet.))

 on: Today at 02:55:42 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Multi-shot would help increase total damage output, for sure. It's more likely to spread, but if you can overcome that while at the same time having a large multislot weapon, it punches through anything, not to mention imagine creating such a thing that not even any damage resists can block ;)

Multislot constructs, and maximizing your total number of constructs for even more compounding bonuses, are where it's at. We've seen some insane construct builds before.

 on: Today at 02:51:03 AM 
Started by Mr Goldstein - Last post by R-26 Lightspeed
To clarify just in case (even if it's marked on the save files' names and wouldn't cause many issues anyway), those are save files for Beta 13.
(I'd forgotten that this topic was created mentioning Beta 12 specifically.)

 on: Today at 02:47:57 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
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.

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.
After reading the guide lyrabold linked to, i think i can see how to create those "one-shot" weapons, which i think would need to be multi-shot?

 on: April 21, 2024, 03:07:41 AM 
Started by R-26 Lightspeed - Last post by lyrabold
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.

Recently a guide was created by some on the Discord about the scrap engine.

 on: April 20, 2024, 02:29:53 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
Oh, that's so nice! Thank you for that change, I always disliked how autopathing moved me through collapsed tiles, especially when moving long distances.
I'm surprised i didn't notice the auto-avoidance in my first Beta 13 run. Habit of segmenting mouse movements to avoid pathing through collapsed tiles, i suppose. (I mean i did notice it, but only in the very last area, so i thought it was a special case...)

 on: April 19, 2024, 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...

 on: April 19, 2024, 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.

 on: April 19, 2024, 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.

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