How about we let the devs tell us what emojis are off limits instead of trying to make more up on our own?
Posts made by KyraLee
Unremoved Novice Zone Walls
Would someone be able to investigate why we still have a few novice zone walls up in this area on S3?
Some of the highway walls still show up on the mapview(non alpha) and in the actual rooms too.
RE: Increase Lab Productivity - Increase results and decrease number of intents.
Isn't this exactly what the power
OPERATE_LAB Increase reaction amount by 2/4/6/8/10 units. Effect duration 1000 ticks. Cooldown 50 ticks. Range 3 squares. Consumes 10 ops resource units. Required creep level: 0/2/7/14/22.
That increases lab output, and presumably input, but does not increase number of intents, other than activating the power every 1k ticks.
RE: Change default market text to have any useful information
@o4kapuk Not to me. It actually shows useful information without requiring additional interaction.
RE: Decorations update
Well I am going to have to agree with some of the above posters about room visuals. They really affect the readability of the room to the human player. There have been several rooms that I have to really study just to determine where the swamps and natural terrain are. Obviously the code doesn't have an issue with it but the human player might. That is going to really hamper people if they need to do some emergency coding.
Looking at the world map with the room visual alpha mode on I can see an unsightly patchwork of various room visuals. Honestly it just looks ugly to me. I would greatly like the ability to turn all of this stuff off.
Regarding the Steam market, is there anything you can do about selling pixels on there? Currently the lowest price we can sell pixels for is $0.01 where as you(the devs) are selling them for $0.0012. There is absolutely no way we can compete with that. If that is the way you wanted it to be designed then so be it. If that is the case, there may as well not be a market entry for individual pixels.
RE: Horrible cpu usage on shard1
I am seeing similar results as well. Shard 1-3 is displaying similar graphs despite drastically different CPU allocations. It looks like a 10-20% average increase in CPU usage with large uneven spikes in multiple places. Hopefully something can be found and resolved to fix this.
RE: Can we just rename the spawn in an easier way instead of destorying and rebuilding it?
Well for one you do not want your code to rely on hardcoded names precisely for the reason you just described. Things happen and spawns get destroyed, your code should be able to handle things like that.
That said I do not know why spawns could not be renamed. It's odd that it's the only structure that actually requires a name to begin with.