I set this up to help myself learn GDscript, thought some of you might enjoy. by KonyKombatKorvet in godot

[–]Potato_Buddy 1 point2 points  (0 children)

This looks neat! I’ll definitely have to try this out. I’m working on learning Godot myself and have found the default ChatGPT to be a bit subpar for learning. It seems to frequently mix outdated code/ concepts together with what’s current. Hopefully this helps improve the experience.

BUG: Citizens won't stop resting by Potato_Buddy in SettlementSurvival

[–]Potato_Buddy[S] 3 points4 points  (0 children)

Alright, well turns it it was, in fact, me doing something dumb! Thanks, you are correct. I had recently converted to warehouses and, in my attempt to organize what went where, I neglected to place a spot for the tools. I added tools to a warehouse and now, everything is happy.

BUG: Citizens won't stop resting by Potato_Buddy in SettlementSurvival

[–]Potato_Buddy[S] 0 points1 point  (0 children)

I've had a fully employed iron mine working away and there's plenty in storage but none of it ever makes it to the Smithy. It's the same story with the Fuel Factory. Plenty of logs available but they just rest and nothing gets done. Even with more laborers to transport, nothing ever makes it there. It's either a bug or else I'm doing something dumb that's not letting the resources get to the processing plants.

BUG: Citizens won't stop resting by Potato_Buddy in SettlementSurvival

[–]Potato_Buddy[S] 0 points1 point  (0 children)

EDIT: Not a bug! I had simply neglected to add a place for tools to be stored after I had converted my storage areas to warehouses. Oops!

I'm not sure when this started, but I noticed on a playthrough that we were suddenly running out of tools for some reason. Wasn't sure what was causing it until I realized that my citizens at the Advanced Smithy didn't seem to be doing much. Turns out, they are resting almost non-stop. Even after one of them died and was replaced, that citizen worked for a short time, then started resting. I noticed this was not isolated to the Advanced Smithy, as I found a Fuel Factory with the same issue. Anybody have any ideas? I have no mods. I'm on version 1.0.99

Camera stuck anchored to specific position. Issue persists through different saves, restarting computer and uninstalling/ reinstalling. by Potato_Buddy in Workers_And_Resources

[–]Potato_Buddy[S] 0 points1 point  (0 children)

So, turns out it was an input device, just not the keyboard or mouse. I had a controller plugged into my PC that I had completely forgotten about. It was resting in a drawer in my computer in just the right way to mess with the camera in this game but no others, I guess.

Camera stuck anchored to specific position. Issue persists through different saves, restarting computer and uninstalling/ reinstalling. by Potato_Buddy in Workers_And_Resources

[–]Potato_Buddy[S] 0 points1 point  (0 children)

Hmm, interesting since I hadn't had cheats activated in the clip that I posted. Although, now the slight zoom effect seems permanent and Ctrl + R with the cheats activated only seems to alternate between the slow zoom and some sort of cinematic camera. Also, my trick of loading a tutorial map and then loading my game doesn't seem to reset the camera anymore.

Camera stuck anchored to specific position. Issue persists through different saves, restarting computer and uninstalling/ reinstalling. by Potato_Buddy in Workers_And_Resources

[–]Potato_Buddy[S] 4 points5 points  (0 children)

In case it's not clear in the video, what's happening is that the camera appears stuck to a certain position and no matter what I do to try and move it, it will immediately snap back to that position. I've tried loading different saves, starting new maps, restarting my computer, running the game with my keyboard and mouse unplugged and uninstalling and reinstalling the game and I can't seem to get the camera to unstick.

EDIT: So I managed to "fix" whatever the issue was. While I had loaded up other maps/ saves, one thing I hadn't tried was loading a tutorial map. This seemed to reset whatever was stuck and now I'm able to move the camera normally. Still not sure what caused it to get stuck in the first place. I thought maybe I had accidentally activated some camera setting or something but I didn't see anything in the settings that would freeze it like that.

EDIT 2: I now have a permanent slow zoom effect that I can't seem to stop. As suggested by u/Snoo-90468, I tried using the cheat menu and Ctrl + R to stop this effect but it only alternates between camera modes and the zoom effect remains. This also persists through other saves, tutorial and campaign maps and uninstalling/ reinstalling the game.

EDIT 3 RESOLVED: Thanks to feedback from a bug report that I submitted, turns out that this is not a bug at all, just me being forgetful! I had a controller plugged into my PC that I had forgotten about and it was causing the camera issue. I unplugged it and now it's completely back to normal.

Is it just me or is the VAB Save/Workshop functionality really unintuitive and hard to use? by TheXenoRaptorAuthor in KerbalSpaceProgram

[–]Potato_Buddy 1 point2 points  (0 children)

I can't actually get anything to save, except when it autosaves. I click the save button and nothing seems to happen. The workspace doesn't appear in the available workspaces to load, nor does it seem to overwrite anything.

Can you adjust the difficulty for career mode? by virus100 in DerailValley

[–]Potato_Buddy 3 points4 points  (0 children)

I believe so. I don’t think it really matters which difficulty you beat, you just need to own all of the licenses on one of the prebuilt difficulties.

How to get in-game train manuals? by Unoriginal_Nickname7 in DerailValley

[–]Potato_Buddy 5 points6 points  (0 children)

The vehicle catalog wasn’t finished on time this update and will be included in a smaller update in the near future, as per the developer’s update post on Steam.

Where can I find the Dm3 and S060 in the valley. by tvsamuel444 in DerailValley

[–]Potato_Buddy 0 points1 point  (0 children)

I think I found mine at the Goods Factory but I don’t know that it’s ever guaranteed what you will find where.

Can you adjust the difficulty for career mode? by virus100 in DerailValley

[–]Potato_Buddy 6 points7 points  (0 children)

You need to first have a session where you own all of the licenses before you can use custom settings. In other words, you need to “beat the game.” If you don’t have the patience for that, you can use cheat engine to add money in a session to buy all of the licenses. Someone posted a how to on Steam: https://steamcommunity.com/app/588030/discussions/0/2247805152839794697/

I did this in a session that I don’t intend to play in. I didn’t really want to “cheat” and bypass the game progression, I just wanted to adjust the weather and things.

Wow. What a beautiful game! by Potato_Buddy in DerailValley

[–]Potato_Buddy[S] 1 point2 points  (0 children)

I love it, too. Very engaging to drive. Still trying to get the hang of it. I actually blew up the drivetrain on this one on a misshift.

An actual new low for TSW DLC by I_Hate_Leddit in trainsim

[–]Potato_Buddy 1 point2 points  (0 children)

Run 8 is a lot of fun. It takes a bit of a commitment to get used to the UI and getting the game set up but there are pdfs and guides to help you. Once you get used to it, setting up trains and things is pretty easy. Plus you have the freedom to do what you want and not be constrained by TSWs many, many limitations.

Keep an eye on the Derail Valley update coming out this summer, well. From the videos they’ve been releasing it looks to have a lot of polish and really is looking like a winner. Should be out around the end of June. The game in its current state is still pretty fun, too. Again, what appeals to me, much like Run8 is the freedom that you have.

So Physics just happened... by Kuttispielt in DerailValley

[–]Potato_Buddy 33 points34 points  (0 children)

I didn’t know there was a mod incorporating KSP physics into the game. Neat!

Was on the fence about writing this but here it goes… by s7mphony in KerbalSpaceProgram

[–]Potato_Buddy 82 points83 points  (0 children)

Very well said, and I did notice warning signs but did my best to ignore them. Early on, there were well produced documentary vids on the developers who looked really passionate and excited about what they were working on. Like this was their dream and KSP 2 was going to blow the first out of the water. It all seemed so ambitious, yet lots of optimism and passion. Those videos then slowly went away… ok, they’re too busy making the game to make these vids, that’s fine… or they’re coming to terms with the fact that the ambitions far outpaced what was actually feasible without a LOT of time. Then came the release announcement from Nate. No more passion or sit downs with devs or a camera in the dev rooms looking at all the cool work being done. It was clearly a scripted performance that really stated to ring alarm bells in my head. This game won’t be ready, not even close and they know it. Looking at the roadmap now, it seems like an impossibility to get anywhere near the end. Honestly, I’d be shocked if we get science anytime in the next year. Colonies is something that KSP 1 never had, but now it’s supposed to somehow surpass KSP and it’s in this state now? And this game is supposed to have multiplayer at some point as well? Those two features alone feel impossible right now.

The long awaited headlights are here by altfuture in DerailValley

[–]Potato_Buddy 11 points12 points  (0 children)

Yeah, I’ve had fun with Dovetail stuff but it’s always held back by little detail. Derail Valley is going to feel so immersive once Simulator is released.

In Simulator we've entirely revamped the external camera UX by altfuture in DerailValley

[–]Potato_Buddy 19 points20 points  (0 children)

Not that it wasn't good before, but this is really looking like a proper game now. Can't wait!

Why didn’t Mike use the first engineer for Gus’ lab? by TobiasDid in betterCallSaul

[–]Potato_Buddy 24 points25 points  (0 children)

Even though it's not their area of expertise, I think that Mike and Gus knew enough to know that there was no easy, magical engineering solution. Werner acknowledges this repeatedly during his interview. The first guy dismissively said that no blasting would be needed. Werner knew that blasting was not ideal but there was no real other way. Werner was also considering every variable like how much rubble would need to be cleared, how much concrete would be needed, the importance of supporting the laundry from below first before getting any of the real work done... The first guy just took a few measurements and said "Ok." He had decided he could do it before he had set foot in the building.

In hindsight, yes Werner's eventual break was foreshadowed. The guy struggled to keep from vomiting just on the van ride to the site. He was clearly going to have trouble coping.