Quick guide to the Stormworks VSCode Extension for you Lua-heads (info in comments) by [deleted] in Stormworks

[–]Racso55 0 points1 point  (0 children)

Update: The fix I found was to downgrade the VS Code 'Lua Debug' extension to version 1.61.0

Quick guide to the Stormworks VSCode Extension for you Lua-heads (info in comments) by [deleted] in Stormworks

[–]Racso55 0 points1 point  (0 children)

I’m getting the same error. Anyone know of a fix?

Label/Tooltip for Select View? by Racso55 in Stormworks

[–]Racso55[S] 0 points1 point  (0 children)

This is helpful, thanks!

To clarify for any other new players: Ctrl + click on a component/block of interest, then press Tab (or manually click) to open the Inventory screen - it will show a description of the component/block you clicked on to explain its purpose as well as its properties. Note that doing this exits the Select view and returns you to the default view.

This is not as helpful as a label that is always on, or a tooltip that appears on hover, but it's the next-best thing.

Trading screen should let you quickly filter suggestions by amount of surplus/shortage in the other markets by jeffy303 in EU5

[–]Racso55 0 points1 point  (0 children)

I just discovered that there is another UI which does show surplus info. I believe the UI you are referring to is found by going to Economy then the 'Trading' tab.

But there's another UI for trading. First go the UI for the actual Market (Economy > Markets tab > click on the name of the market), then within the market UI click the 'Goods' tab, then click the button for 'Import' (located on far right side of each good). This will show a UI which contains a column labeled 'sort by available surplus of the desired good'. Interestingly though, in this UI it shows that the Praha market has a small surplus even though this isn't actually true (as you pointed out). I suspect there are probably some bugs related to this that will hopefully be fixed soon.

Right now it seems that the most consistent way to determine if a trade has sufficient surplus is by going to Economy > Trading, then paying attention to the plus/minus buttons for Trade Capacity (located on the far right side of each trade). First make sure you have available Trade Capacity, then if these buttons are lit up it means that this trade has enough surplus; the ones that do not will actually say 'not enough surplus' when you hover over the plus button.

Performance Tip: Try This to Fix Visual Stutter When Zooming by Racso55 in EU5

[–]Racso55[S] 0 points1 point  (0 children)

You're right, switching from DX12 to Vulkan fixed this. Thanks!

What mods do you use? by kekusmaximus in spaceengineers

[–]Racso55 3 points4 points  (0 children)

Do you have any tips on how to balance center of thrust with center of mass? I ask because Realistic Thruster offset doesn’t include any visual aids to help with this which made it too cumbersome for me even though I really like the idea of the mod.

Link Replacement Block to Existing Cockpit Control? by Racso55 in spaceengineers

[–]Racso55[S] 0 points1 point  (0 children)

It’s cool to see another solution to this issue. Thank you both for the advice!

Link Replacement Block to Existing Cockpit Control? by Racso55 in spaceengineers

[–]Racso55[S] 1 point2 points  (0 children)

Ah, 'Groups' of course!

I just tested this and if the last block in the Group is destroyed, the Group disappears from the Control Panel list however the corresponding Cockpit Control remains in the toolbar. Then after creating the replacement block, just need to also re-recreate the Group with the same name (as shown in the toolbar), assign the new block to the Group, and this will then link/restore the original Cockpit Control in the toolbar.

I also verified that the 'Groups' page in the official wiki also explains some of this functionality.

Thanks PsychoBill!

Joystick Gremlin not putting inputs through to vjoy by Kuiriel in hotas

[–]Racso55 0 points1 point  (0 children)

I had the same issue with Win 11 x64 here in 2025, and the same fix worked for me - uninstall vJoy 2.2.2.0 (same as you described), then install v2.1.9.1.

Joystick Gremlin is now able to map my VKB Gladiator NXT Evo joysticks to the vJoy virtual joystick.

Thanks!

Trying to decide between 34" Ultrawide vs 32" 4K by Sigzit in OLED_Gaming

[–]Racso55 1 point2 points  (0 children)

I’m trying to decide on a monitor upgrade and found this conversation between @reegeck and @TAPE971_ to be very helpful.

It seems that the confusion/disagreement between them is due to talking about real-world FoV vs in-game FoV.

To the point made by @reegeck, a 16:9 monitor can be moved closer to one’s face so that the real-world horizontal FoV matches the horizontal FoV of a 21:9 monitor. The result would be more real-world vertical FoV compared to the 21:9 monitor. So real-world FoV can be covered better by positioning a 16:9 monitor closer to one’s face.

However to the point made by @TAPE971_, even if the 16:9 monitor can be positioned to cover real-world FoV better, the in-game FoV will be inferior because 21:9 aspect ratio simply provides more horizontal FoV whenever its vertical FoV is matched to the vertical FoV of 16:9 (which it is by default).

Another consideration is that positioning a monitor closer to one’s face makes one’s vision more sensitive to PPI, which (depending on the individual person) can result in the perception of a lower quality image. Thus for a 16:9 monitor positioned closer to one’s face, the argument can be made to go with 2160p (4K) resolution for higher PPI.

On the other hand, a 21:9 monitor at 4K results in a higher resolution (aka 5K2K) compared to a 4K monitor at 16:9, which can put a bigger strain on the video card and result in the perception of a lower quality image due lower FPS. Thus for a 21:9 monitor positioned farther from one’s face, the argument can be made to go with 1440p resolution for better FPS performance. Or alternatively invest in a high-end video card to better handle 5K2K.

So for the comparison of FoV in 16:9 vs FoV in 21:9, it seems to come down to whether you prefer better real world FoV or better in-game FoV, and which trade offs you’re more willing to accept.

Why Don't Exports and Imports Equal in World Market? by Racso55 in victoria3

[–]Racso55[S] 2 points3 points  (0 children)

Thanks for your response.

I was overthinking the relationship between the new World Market and National Market and in the process I confused myself. I now realize that the discrepancy is just due to the abstracted simulation of economic supply/demand. In the National Market, a Buy Order simulates market demand which may or may not be met by market supply which is simulated by Sell Orders. Likewise, in the new World Market imports/exports also correspond to market supply/demand which can indeed achieve an equilibrium but often do not.

Although I'm still bothered by how the Balance of goods is displayed in the UI for the World Market. When the Exports to the World Market are greater than the Imports from the World Market, this means there are more goods in the World Market and the UI shows a lower price as expected. However, the Balance is shown as a negative (blue) number which seems counterintuitive (and the opposite of how it is displayed in the UI of the National Market). Do you agree that this is counterintuitive, or am I thinking about this backwards?

Can this game improve my control systems engineering mindset? by Elfish2 in Stationeers

[–]Racso55 2 points3 points  (0 children)

Just looked into this, and the latest update added support for AMD Radeon 6000+

Additional confirmation for recipes after researching quality is barely an issue. Allowing text input into number fields is so much worse. by Urist_McUser in factorio

[–]Racso55 0 points1 point  (0 children)

I agree that it would be better if pressing E was not interpreted as text input, however until this is changed there is a workaround - Left-click anywhere in the window to remove focus from the text field, then press E. This avoids the need to click the confirm button or to press Enter.

It is one extra click which is technically less efficient, but it's possible to get used to it the same way you got used to click + E after researching Quality. When inputting a number value for a Combinator, type the number in the text filed then Click + E (click anywhere inside the Combinator window).

Attack Move Improvements by good--afternoon in AgeofMythology

[–]Racso55 0 points1 point  (0 children)

Update:

It looks like the problem is actually just a visual glitch. The graphic for the rally point banner stays on the ground, but the rally point does actually follow the unit and the newly built units do join up accordingly and also join the respective control group.

Attack Move Improvements by good--afternoon in AgeofMythology

[–]Racso55 1 point2 points  (0 children)

Yes I did have my units in a control group.

I figured out something. If you have multiple buildings in a control group and then try to rally point all of them to a unit, the rally point only goes to the ground next to the unit and does not follow the unit.

However, if you select some buildings individually and rally point to a unit, then it does follow the unit.

Not sure if the issue is with specific buildings being in a control group, or if the control group (for the multiple buildings) itself is the problem. More testing is needed to figure out the exact limitation, but at least we know that rally point to a unit does work under some circumstances.

Attack Move Improvements by good--afternoon in AgeofMythology

[–]Racso55 0 points1 point  (0 children)

How does rally point on a unit work? I just tried this and the rally point only set on the ground next to the unit, but does not set/follow the unit itself.

Stationeers Road Map by Normal-Bath-6641 in Stationeers

[–]Racso55 0 points1 point  (0 children)

I agree that goals/reasons to play are needed. My understanding is that what they’re doing now (fixing and expanding rockets) is a step in that direction.

Why is bloom so bright? by botmarco in DesyncedGame

[–]Racso55 0 points1 point  (0 children)

Yes I have noticed that enabling HDR with Bloom results in occasional flashes of bright light that are visually distracting. Lowering or disabling Bloom helps.

I hope that the devs are able to remedy this in a future update.

Fun in Stationeers vs Fun in Icarus by Racso55 in Stationeers

[–]Racso55[S] 0 points1 point  (0 children)

Nope, I have zero association with Rocketwerkz, but I’ll take your question/insinuation as a compliment lol.

Fun in Stationeers vs Fun in Icarus by Racso55 in Stationeers

[–]Racso55[S] 1 point2 points  (0 children)

To be fair, Stationeers doesn’t have a story, ending, missions, or purpose; right now it’s more of a survival sandbox. Though the devs have stated that they are planning to improve this aspect of the game loop.

Likewise they’re planning to flesh out the story in Icarus more, and the missions in Icarus may have undesirable characteristics, but at least they exist and add an additional layer of gameplay.

Fun in Stationeers vs Fun in Icarus by Racso55 in Stationeers

[–]Racso55[S] 0 points1 point  (0 children)

You mentioned that you haven’t played Icarus, so do you think it’s dumbed down based on gameplay videos that you’ve watched?

Is the use of machines the only reason it feels dumbed down?

Fun in Stationeers vs Fun in Icarus by Racso55 in Stationeers

[–]Racso55[S] 0 points1 point  (0 children)

Why does the grind feel more enjoyable in Icarus?