Disney+ subscription.Splitframe wrote: ↑Fri Jul 12, 2024 11:06 amWhat benefit do legendary quality Display Panels provide?
Search found 789 matches
- Fri Jul 12, 2024 11:23 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 113
- Views: 14805
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Sat Jul 06, 2024 2:32 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 163
- Views: 29871
Re: Friday Facts #418 - Space Age release date
Hype! It looks like the last planet will necessitate the inclusion of lights in our blueprints. Since it will be dark, I anticipate a planet with an ocean (because we already had fire, air, earth themed planets) and dark land patches. Maybe a metallic planet like Core Prime ? I don't think that the...
- Mon Jun 10, 2024 5:54 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 388
- Views: 41259
- Fri Jun 07, 2024 7:58 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 388
- Views: 41259
Re: Friday Facts #414 - Spoils of Agriculture
How is this concept functional together with quality? I'm not sure if it is a good idea to have items with different quality and changing durability at the same time. In my opinion it is overcomplicated. Quality only makes sense for items that have a practical use or the items used to make them. So...
- Fri Jun 07, 2024 1:57 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 388
- Views: 41259
Re: Friday Facts #414 - Spoils of Agriculture
Ooh, if this is engine-supported, we could add red-hot blocks of steel that can be forged into other shapes, but if left to cool for too long, we need to reheat. Alternatively, we need to wait until they're cold enough to machine. On the other hand, given molten metal carried in insulated pipes, th...
- Fri Jun 07, 2024 1:40 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 388
- Views: 41259
Re: Friday Facts #414 - Spoils of Agriculture
Spoiling items are pretty cool conceptually, but I'm iffy on the white bars. They make things look a bit busy, even for alt mode. No idea what could be done to remedy that in a strictly better way. All that comes to mind is some sort of particle/shader effect, which wouldn't necessarily give an accu...
- Fri May 31, 2024 7:57 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 119
- Views: 22061
Re: Friday Facts #413 - Gleba
This is BEGGING for glowing fungus. It'd look so awesome in the overcast weather.
- Fri Apr 12, 2024 7:43 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 153
- Views: 25767
- Sat Mar 16, 2024 11:06 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 29680
Re: Friday Facts #402 - Lightspeed circuits
To multiplex channels onto the radar you need a clock. And beware the fool that uses a local clock to demultiplex the data. One power outage and the clocks will get out of sync. That's the issue though, right? You're not removing the issue of multiplexing, you're just shifting it from groups of sig...
- Sat Mar 16, 2024 8:31 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 29680
Re: Friday Facts #402 - Lightspeed circuits
Wouldn't radars having channels actually make the circuits easier, outside of just transmission? Right now you can build many separate networks, your main concern is the chaos of cables it involves. If you add an entity with channels you add a way to simplify that chaos by separating the networks s...
- Fri Mar 15, 2024 10:58 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 29680
Re: Friday Facts #402 - Lightspeed circuits
I don't think radar signals are for people who are already using factory-wide signal networks. They are probably primarily intended at players who use circuit-wired rail blueprints "because", never use it, until at some point late in they find a usecase and then find out there are too man...
- Fri Mar 15, 2024 10:12 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 29680
Re: Friday Facts #402 - Lightspeed circuits
Most players will need 0 anyway since the train system handles cargo logic by itself (that's even more true with all the new train stop improvements). Most players will never need to touch circuits ever since most meta layouts are self-balancing, so why are they even a feature in the first place? ;...
- Fri Mar 15, 2024 6:06 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 29680
Re: Friday Facts #402 - Lightspeed circuits
Seeing the flashing progress bars on the ultra speed crafting immediately made me think about idle/clicker games like Adventure Capitalist, where when you start producing too much the "progress bar" becomes a continuous animation and instead of current progress you see amount produced per...
- Fri Mar 15, 2024 5:37 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 29680
Re: Friday Facts #402 - Lightspeed circuits
A couple of years back I was experimenting with making my own "train dispatch system" (which later became fashionably known as a "logistic train network") and ran into a lot of the limitations of circuits that I had to work around, especially the lack of filter combinators necess...
- Fri Mar 08, 2024 2:42 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 104
- Views: 25647
Re: Friday Facts #401 - New terrain, new planet
This is just sloppy: why can't you simulate infalling debris to a molten planet, and then 4.5 billion years of tectonics, ocean and land erosion, then evolution of organisms and atmosphere, and just be done with it?? You joke but Dwarf Fortress does something along these lines (it quickly simulates...
- Fri Mar 08, 2024 1:21 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 104
- Views: 25647
Re: Friday Facts #401 - New terrain, new planet
Is it weird that this FFF got me more fired up than the others? People don't talk about it much, but a huge part of the fantasy of this game is the environment and what you do with it. And this is a huge improvement on that. Then again, I'm also one of those weirdos who uses green modules and builds...
- Sat Dec 23, 2023 6:53 am
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 69
- Views: 17362
Re: Friday Facts #390 - Noise expressions 2.0
Snow covered belts is quite the paradox - unless they're perfectly stationary for the holidays ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Fri Dec 08, 2023 1:31 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 29758
Re: Friday Facts #388 - Smaller things for 2.0
Wouldn't it be better if it showed the full possible length of the underground at all times? That way you'd actually know without having to ratchet it up one by one. Kinda like how Transport Tycoon does it with tunnels. Sort of like in the Show Max Underground Distance mod? I love that mod, so simp...
- Fri Dec 08, 2023 1:16 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 29758
Re: Friday Facts #388 - Smaller things for 2.0
It's funny how in your comparison between the old and new underground building, the annotation proclaims you have to take a step back with the old system, and then you also have to take a step back in the new pipe example :lol: Wouldn't it be better if it showed the full possible length of the under...
- Sat Dec 02, 2023 5:18 am
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 171
- Views: 46722
Re: Friday Facts #387 - Swimming in lava
On top of that, adding new recipes was made even more difficult due to the recycler, which was already in the game as a part of the quality branch before we started work on any of the planets. If an item has alternative recipes, it's not clear which ingredients should be returned on recycling this ...