Jump to content
Stray Fawn Community

Markus

Developer
  • Posts

    604
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Markus

  1. This might sound ignorant, but actually I never considered using a magnet just to make the drone more stable this brings me many good new ideas
  2. Don't worry, this is one of the harder missions and is supposed to be tricky Take your time and enjoy experimenting around. If you need more help just ask again
  3. Ah, of course, sorry for not noticing it. Yes, the batteries of course should work. We'll check the drone when we're back in the office next week and try to debug and see where's the problem Thank you for the additional explanation and your patience
  4. Great, thx! If you don't mind, I'll edit the thread-title to [Linux] and add solved, but I'll forward it to @Micha and check if there's something we might can do to prevent this
  5. Wow, thank you very much for debugging this bug and finding a workaround! I think that there are other parts which have a incorrect default state at the start of the simulation/game. We have to check them systematically and fix this and other eventual related bugs. Thank you very much for sharing this and spending the time find a solution
  6. Cool, thanks. We'll check it out as soon as we can and we'll inform you when we have found the solution! Thanks for sending the save-file.
  7. The most used strategy so far is either have a really quick ship and zap from volcano to volcano and focus on freezing and ignoring enemies (if you didn't know: you can't ignore the small lava rays. They wont hurt you if you don't attack them ) or you can build a ship which can drop detachable minidrones which have coolers on board which freeze their surrounding. Either make 5 of those or use a Factory Part to create as many as you need Another thing, which is similar to the 2nd method: Create a small detachable drone with spinning freezing weapons and drop those near volcanos If you find another creative solution, let us know I hope this helps.
  8. Interesting idea. I'm not sure if that would be too unbalanced and too powerful. Maybe if it's only the ammunition-type, and it would need a drawback, like a downtime for a few seconds after switching, so you can't abuse it
  9. Markus

    Snake egg bugg

    Thanks! We could not test enough planets to see if our system works flawlessly. We have to add systems to check if the mission is possible and adjust it accordingly Thank you for posting the planet/system/galaxy!
  10. That's the way to go But yes, a directional sensor with proper settings would be way more efficient already upvoted
  11. Just ask if you need a nudge in a possible direction. Looking forward with what you come up with
  12. Good idea about having the Directional sensor target dowards the closest enemy. Upvote. Actually, there are some people who build self-aiming turrets with logic parts. Maybe that's an interesting challenge if you want
  13. Interesting idea. As you said, "downgrades" can be used in a useful way, so that why we consider them as useful as "up-upgrades" We might add more upgrade-slots in the future, so this might be an interesting mechanic on how to use those additional slots.
  14. We also had this idea, but since the weapons are so small, aren't they too cluttered with all these informations? Currently we focus on the Weapon type (shape) and ammunition type (color). Would you like it to be more easily recognizable for selection in the menu?
  15. First, thank you so much for playing the game so much that you are already in Galaxy #11 (again )! This is a great idea I think personally. The left side where we have the Sumo Tournament link was meant for shortcuts, so maybe there's a good position for that.You have my upvote Thank you for this suggestion!
  16. There are quite some wishes for making advanced logic easier. We haven't found a good and satisfactory solution yet, but we definitely have the hardcore logic lovers in our field of view and at least try to find a good solution
  17. We fear that completely rigid drone would make the game maybe less fun (but of course building a lot easier ) and less unique. If we find a good and fun solution on how to make more rigid drones, we'll let you know
  18. The Unity UI Plugin is a pain in the ..... to use, but we also thought about adding the possibility to freely add more input/outputs (as the player wishes). I can't say if we'll implement that, but it would be interesting of course. upvote
  19. Thanks for sharing the gif! I think there's still a bug with the Factory part which is related to recoupling/printing at the same time. I'll forward it to @Micha because he worked on this part and I think we had some issues there in the past. Thank you for posting! I hope we can fix this soon, as the factory part is one of the must fun parts in the game thx!
  20. Ah, good for noticing and playing around to find a solution! This helps and I'll refer people to your post if they have the same problem! Quick question: What system do you have? OSX, Windows or Linux? Thank you a lot for sharing and helping us out!
  21. Thank you all for noticing and posting this. We'll have to add checks to make sure the mission is playable. I once that the error that the Transmitter spawned inside a Cave/Pathway, so it was not visible from the outside. But it also might be possible that it did not spawn. We'll check it out, thank you you two!
  22. Awesome find! We didn't think of that and I'll check it out. Thank you for reporting The screenshots get saved in the folder, where the Nimbatus.exe is located and then "/Screenhots" or something similar For me on windows it's "C:\Program Files (x86)\Steam\steamapps\common\Nimbatus\Windows64" but you can go to Steam and then right-click on the game, go to properties and then local files -> browse local files. There you should find them, if you used F8 or F9 during the game
  23. Interesting. Someone else was reporting the same bug before. Can you send us the save-file from this save-slot? Then we can debug it, because so far we didn't get this error before You can find the savegames under "C:\Users\username\AppData\LocalLow\Nimbatus\Nimbatus\Saves". It's the "SlotX.nSave" file.
  24. @Just the Nib: Interesting. I'm not sure if I get your intention right. If I see that correctly, what you want is that the fuel tanks should decouple and then the magnet should push it away? (nice idea btw!) After you decoupled your ship, I see that the magnet turned off, so I think that is the reason they don't get pushed away anymore. Not sure if that is the thing you meant If it's something different, please tell me again, so I can look more deeply into it, thanks for posting a video!
  25. Yes, I think @Baka Red is right in your case (Baka Red? Is that a reference to Negima? ). On the other hand, I think we disable the overlap-error after a certain ship-size/part-count because the check might slow down the editor experience. I think the limit is around 100? parts, but I'm not sure. We have the check in the game to make is easier to understand for beginners, that overlapping is bad for stability. But when you begin to build bigger drones, then you learned your lesson, and the warning is not needed anymore. Or so we hope
×
×
  • Create New...