just quickly running thru the tips and tricks on a fresh map and clicking the "mark as read" button I am met with tech I do not have access to yet.
and all this information felt to me like unnecessary noise that would confuse new payers, I strongly feel that these should not be unlocked by simply ...
Search found 9 matches
- Thu Nov 26, 2020 3:54 pm
- Forum: Pending
- Topic: [1.1.1] tips&tricks shows advanced tech too soon
- Replies: 1
- Views: 924
- Sat Jul 08, 2017 5:33 am
- Forum: Releases
- Topic: Version 0.15.28
- Replies: 53
- Views: 37600
Re: Version 0.15.28
Thank you, that is very much appreciated ^,^posila wrote:There will be "show-train-stop-names-at-angle" in config.ini in 0.15.29, but it won't be exposed in game GUI yet.Jouquer wrote:Please, make the 45 degrees names a optional.
- Fri Jul 07, 2017 12:06 am
- Forum: Releases
- Topic: Version 0.15.28
- Replies: 53
- Views: 37600
Re: Version 0.15.28
Minor features
Train stop names are rendered at 45 degrees to better show names.
Please make this an option in either the game settings or the train stops, best case would be a user set angle.
Reason is that all my major stations ( more the 1 platform ) are all setup with train stops at a ...
Train stop names are rendered at 45 degrees to better show names.
Please make this an option in either the game settings or the train stops, best case would be a user set angle.
Reason is that all my major stations ( more the 1 platform ) are all setup with train stops at a ...
- Sat Apr 22, 2017 10:33 am
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 172052
Re: Friday Facts #187 - Space science & 0.15 graphics
I am looking forward to get my hand on 0.15. the update looks awesome and I want to play with the programmable speaker a lot. that thing looks awesome. I hope it is fully MIDI compatible and/or that we can change the sound font used.
I only have 1 issue:
the map colors where mentioned to be more ...
I only have 1 issue:
the map colors where mentioned to be more ...
- Mon Aug 29, 2016 9:34 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 54393
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
My first reaction to the grids was to stop reading and update the game...
only to be disappointed that it is a thing a mod can enable.....
this needs to be part of vanilla, if you aks me..
as for the roboport in a locomotive... it would not have crossed my mind to put on in there as there is no ...
only to be disappointed that it is a thing a mod can enable.....
this needs to be part of vanilla, if you aks me..
as for the roboport in a locomotive... it would not have crossed my mind to put on in there as there is no ...
- Sat Dec 05, 2015 3:41 pm
- Forum: News
- Topic: Friday Facts #115 - The power switch
- Replies: 66
- Views: 59855
Re: Friday Facts #115 - The power switch
*SNIP*
1.5GB of source code is really a lot. Factorio has 8.8MB of source code only. But are you talking about C++ or or net? Net/Java already doesn't have to struggle with the inlcude system so their build time is obviously dramatically faster (especially for bigger projects). This is why I ...
1.5GB of source code is really a lot. Factorio has 8.8MB of source code only. But are you talking about C++ or or net? Net/Java already doesn't have to struggle with the inlcude system so their build time is obviously dramatically faster (especially for bigger projects). This is why I ...
- Sat Dec 05, 2015 1:16 pm
- Forum: News
- Topic: Friday Facts #115 - The power switch
- Replies: 66
- Views: 59855
Re: Friday Facts #115 - The power switch
I am seriously wondering why people are suggesting to get "better hardware"...
As I said earlier the project I worked on was 1.5GigaByte of source code.
Think about that for a second. every character you type is a single byte.
We had in the entire source tree that we had written about 1610612736 ...
As I said earlier the project I worked on was 1.5GigaByte of source code.
Think about that for a second. every character you type is a single byte.
We had in the entire source tree that we had written about 1610612736 ...
- Fri Dec 04, 2015 7:00 pm
- Forum: News
- Topic: Friday Facts #115 - The power switch
- Replies: 66
- Views: 59855
Re: Friday Facts #115 - The power switch
I worked on a project for a hospital.
If we wanted to compile for a release or the first time we had a compile time of 10~15 minutes at most we where looking at 20 minutes.
that was us compiling about 1.5GB of source code.
when we working on a feature/bug and we needed to compile to test said ...
If we wanted to compile for a release or the first time we had a compile time of 10~15 minutes at most we where looking at 20 minutes.
that was us compiling about 1.5GB of source code.
when we working on a feature/bug and we needed to compile to test said ...
- Tue Nov 24, 2015 12:15 pm
- Forum: News
- Topic: Friday Facts #113 - Better rail building
- Replies: 96
- Views: 67854
Re: Friday Facts #113 - Better rail building
I do not really get why everybody is asking how it will work "pre(-personal)-roboport"
here is why:
The player has a range she/he can place things in the world, beyond this range the game make an error sound.
so if you where to "auto build" beyond that player range I would guess that the game either ...
here is why:
The player has a range she/he can place things in the world, beyond this range the game make an error sound.
so if you where to "auto build" beyond that player range I would guess that the game either ...