Posts by Kayser

57 total posts
1 day ago

BarBarBar wrote:

Yeah I depend on this glitch since I remove supports a lot. Even though I have a lot of these in my builds, I think early access should be about trying stuff and I'm looking forward to seeing whatever is tried, even if it breaks a lot of my belts. Everything in early access is temporary in service of finding what's right for 1.0

Most of the time when I use this glitch,…

2 days ago

Captain Marek wrote:

Conveyors that do not have valid supports are now working only due to a known glitch. Once the glitch is fixed, such conveyors will likely stop working. We have not fixed this glitch because many players depend on it and we are assessing how best to resolve this.

I’d be happy to see this addressed. Immersion is hurt for me when I see long stretches of unsupported transpor…

3 days ago

Latest version has proper persistence of the Farming Automation setting. I would recommend upgrading to the latest version and report back if you still have issues with Farming Automation turning on or off by itself.

5 days ago

I would also recommend to update to the latest version of ATD, which will persist the Automate Farmland Preparation setting in the vanilla save file.

5 days ago

Are you using leveling designations to dig and do you have farmland preparation activated in ATD? If so, ATD will interpret your leveling designations as an order to prepare farmland, which would start by lowering your set designation by one level, waiting for it to be dug, then later fill it in with soil materials. The process can be aborted at any time by unchecking Automate Farmland Preparation…

9 days ago

Thanks.

Implementation could ofc also be realized by attribute flags, in some combination, doesn’t have to be an int/enum.

9 days ago

I’d like to know the reason behind making the mod settings from config.json only editable at the start of the game?

I’m using it as a mod data cache now, so it’s all good, but I’d like an attribute for each setting that says when the setting is editable by the player:

  1. Not at all (e.g. persistent state container — hidden in UI)
  2. New game (current solution)
  3. Load game
  4. Runtime

H…

11 days ago

I didn't load this, but based on your DM, it looked like there wasn't sufficient space for a ramp.

15 days ago

Thanks!

I’m not sure what you mean. Max layers to excavate = 0 would mean no designation at all (no thickness). If you want to stop at sea level and ”not dig down”, you should use elevation limit = 0.

16 days ago

I will consider change to default=off in the next release.

16 days ago

The legacy warning is removed in the next release.

18 days ago

I understand what you mean. Corner designations is questionable as QoL, because it allows doing thing the player could not do himself. I’ve actually been thinking about a vanilla designations only option, but it’s super hard to auto build sensible designations with just vanilla designations. You essentially have to skip certain interior tiles or accept that it’ll not be a continuous surface. Pro…

19 days ago

Yes, the auto-detect will turn any tower that has only leveling designations into farming towers. If you don't want that, you can turn off

reEnableFarmingOnLoad

in the ATDsettings.json

20 days ago

So, I tested on this patch and I found it's working fine for me as long as I'm setting the filter to Titanium Ore. This patch seems to be difficult in the sense that it's shallow, poor, and mixed in with sand and quartz. So, leaving it on Auto, it will pick up the sand and the quartz, which messes up the designation. Let me know if this helps.
![image.png](/content-images/e45ddfb4ea931de1e05a36f…

20 days ago

Turning ramps are on the roadmap

21 days ago

You need to make the area bigger on the tower side, so that there is room for the ramp.

You can also try setting ore filter to e.g LOW or MED and it will dig a bit shallower, consequently leaving more space for ramp.

Or you can make your access ramp by hand, manually.

Good luck and thanks for reporting.

21 days ago

I checked the code and there are things that could potentially affect performance when entering Layers L, but it should not be in a big way like you describe.

If it happens when the mod is deactivated it’s a rather good sign ATD is not the culprit in your case. I will keep ears open for other users with similar problems.

22 days ago

I will look into it. Which version are you using?

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