Yeah, multisetting for filters is coming in one of the next filter tiers. Thank you! 🙏
Lantto
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Thank you!
You can enable debug mode to spawn any resource: https://www.reddit.com/r/SandustryGame/comments/1ipgh1i/how_to_unlock_debug_mode...
Thank you for the input!
1. Well, it is just a demo. :)
2. Yeah, I'm planning some QoL for flowers that will make them less rowdy.
3. There's a lot more redsand now on new saves.
4. Yeah, it's very unbalanced right now. Didn't really calculate any rations. :P Won't be in an issue in full game.
5. Coming in full game.
Thank you! 🙏
Hey! Thank you very much! 🙏 Main Menu -> Load -> Export will download a .save file. You can import it by pressing Import in the top right corner in the same window. Importing the IndexedDB dump should work as well though but it's not ergonomical.
Yeah, lots of issues in Firefox with color profiles and the anti-fingerprinting things where it fails reading the map since the colors won't match. Haven't found a reliable fix yet that works on all platforms (e.g. when it started working on Firefox Windows it stopped working on Firefox Linux etc).
Hey and thank you for the feedback!
1. A drone admin is coming where you can lock drones and other things.
2. Yeah, there's a hardcoded limit on the lights in the shader right now due to various reasons. Going to fix that so the lights issue is resolved since it's a very common issue right now.
Thanks again!
Alright. Sorry for the late reply! Now this was a nice idea dump! Love it. Will quickly comment on some things:
Drills and lasers are actually coming (not in the Demo but in the Playtest branch). I haven't decided how stationary drills should work but your implementation idea sounds solid!
Love all the ground and terrain ideas.
Thank you so much for the feedback! 🙏 Let me know if you have any more.
Hey! Sorry for the late reply and I'm sure we've already discussed this on Discord but responding anyway for other people to see:
The out of bounds issue crashing the game should have been resolved in a hotfix but you can still clip into the wall with the grappling hook. If that happens, use the new "Unstuck / Respawn" button.
Thanks!
Really sorry for the late reply and thank you for the kind words! 🙏 I think we've already discussed some of this on Discord (unless I'm mistaking you with someone else) but I will address everything anyway for other people to see:
1. I'm also on Mac. Haven't tested on Safari though so need to look into that! Thanks for reporting.
2. Yeah, wall jump is unintended and really annoying. Need to fix.
3. Yes, the sound engine I wrote has many issues at the moment that I hope to fix soon.
4. That single pixel is interesting. The only thing I can think of is that it's in "particle mode" which currently makes it not grabbable due to a bug. If you find a way to reproduce it, let me know!
5. The no arms bug was resolved in a hotfix.
6. The single pixel is due to a mechanic that is a leftover from the freezing mechanic being the blueprint for scoria creation (where it's a way to avoid annoying single pixel ice). I still haven't looked into the implications of removing it for lava but it should probably be fine.
Thank you for the feedback!
Hey! Thank you for the input. This is the kind of feedback I love so much appreciated! Spoilers below:
1. You can create an autoburner using lava but you need to use the Cryoblaster to freeze it into scoria and cinder. I normally then fill up a few blocks of filters with cinder and then use the Flamethrower to turn it back to lava. When the slag runs over it will start burning.
2. Got it! I haven't really decided how to deal with biomes yet but maybe each biome should have its own sand type and once you've got the tech you can simply automate it away like you say so that you can focus on the new biome.
3. This is an interesting one. Unlike other factory games the belts can be stacked vertically so the actual bottlenecks are normally the launchers. It shouldn't be any problem to make a setup with shakers that can take huge throughput. With that said, faster belts are probably coming.
4. Yes and yes. Both are coming!
5. The full game will be procedurally generated.
6. Good idea!
Thank you again! ❤️
Thank you! Impressive debugging skills considering you're working with the minified source. I think you're onto something regarding the RGB values, which would explain the discrepancies and why I can't replicate it myself (e.g. due to different color profiles). I wonder if manually setting the colorSpace when getting the context would be a solution.