Search found 18 matches
- Tue Nov 19, 2024 11:56 am
- Forum: Ideas and Suggestions
- Topic: Alerts display
- Replies: 12
- Views: 6515
Re: Alerts display
I would like a row of icons, ideally with a small "planet" icon (one for each group?). If there are too many, it should scroll between them all slowly in "urgent news bulletin" style. Right now its hard to tell at a glance, when i have 5 or six important alerts going off, and I'm...
- Sun Nov 17, 2024 1:14 am
- Forum: Ideas and Suggestions
- Topic: Increase color contrast for agricultural tower overlay
- Replies: 16
- Views: 1062
Re: Increase color contrast for agricultural tower overlay
Tower highlight has a few problems: (a) it uses 3x3 blocks, but needs exact tile positioning as you can shift the tower between 3 alignments: So the tower (or some UI element) should display condition of individual tiles (b) When placing farm soil, I WANT to know: where I can place it where its alre...
- Sun Nov 17, 2024 12:52 am
- Forum: Ideas and Suggestions
- Topic: Increase color contrast for agricultural tower overlay
- Replies: 16
- Views: 1062
Re: Increase color contrast for agricultural tower overlay
I've been looking over the FFF and the color contrast for the soil FFF-413 used to be so much better? the lichens and mosses made things nearly GLOW. Looking over the video I can actually see where pathways, waterways, and such are. But right now I constantly bump into things, even the cliffs are ha...
- Sat Nov 16, 2024 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Generic Barreling/Unbarreling Recipe
- Replies: 17
- Views: 7660
Re: Generic Barreling/Unbarreling Recipe
Factorios recipe system does not do "generic" recipes. Each recipe has ingredients and products and those are fixed. That's part of the reason it takes almost no CPU time for assembling machines/furnaces to run. As for "clutter" - that's what the different tabs are for. If you a...
- Sat Nov 16, 2024 2:11 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 28
- Views: 5087
Re: Auto-launching of mixed rockets
If a rocket has mixed items AND is fully loaded AND its items are ALL requested by one platform it should auto-launch (I was surprised this wasn't already a thing when I was first building my platforms) Secondly an option for: "request inefficient mixed loads" : robots ask for anything tha...
- Sat Nov 16, 2024 1:17 pm
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 34
- Views: 6869
Re: Allow logistics transfers between space platforms
I do love the idea, as it means a lot more types of platforms and ships. E.g. Not all ships would need to be self-sufficient (and thus there is more risk involved with sending one out without enough supplies: a logistical challenge!) E.g. This would let you use multiple platforms as a larger "c...
- Sat Nov 16, 2024 12:27 pm
- Forum: Ideas and Suggestions
- Topic: Wire cutters
- Replies: 4
- Views: 290
Re: Wire cutters
If its being added it should be a little more granular! "Wire Cut" "Basic Wire" "Green Wire" "Red Wire" This would let you do much more with wire changing: (green > red) Convert my green wire circuit to entirely red wire (red > cut) remove just the red wires (...
- Mon Jun 24, 2019 9:57 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572013
Re: Development and Discussion
Considering ingredient limits aren't really a thing anymore (and very few recipes are affected) I'd suggest removing that? Ingredient limits got removed in vanilla for assembly machines and can be modded back. That's the only change and does not imply, that every other mod should remove limits, too...
- Mon Jun 24, 2019 1:51 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585661
Re: [MOD 0.14] AAI Programmable Vehicles
I've found a bug, if a dead player attempts to load a unit-group, the game will crash (something about checking their cursor-stack)
Debugging right now
Debugging right now
- Mon Jun 24, 2019 1:20 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572013
Re: Development and Discussion
I'm playing bobs+angels (+clowns) and only just realized there are ingredient limits on a bunch of Smelting machines. Looking at the raw prototypes, a lot of the ingredient limits are useless, with no recipies actually being locked off. And even then only the tier 2 upgrade unlocks a few recipes. Co...
- Sat Jun 22, 2019 9:41 am
- Forum: Modding interface requests
- Topic: Follow vehicle/entity with zoom_to_world / open_map
- Replies: 1
- Views: 1238
Follow vehicle/entity with zoom_to_world / open_map
Instead of passing in a position, I would like `zoom_to_world{entity, scale}` (or `zoom_to_entity{vehicle, scale}`), where the chart keeps the vehicle in the center until closed (or cancelled with another `zoom_to/open_map` command. (The train's "go-to-train" button could also use this in ...
- Wed Jun 19, 2019 12:21 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585661
Re: [MOD 0.14] AAI Programmable Vehicles
Theres two TODOs in there I'm trying to figure out: 1) You cannot seem to deselct a vehicle you're in (I notice that normally as well, my unit controller keeps deselecting units other than the one I'm in) 2) Destroyed units can be selected, which causes the game to say "One or more units has no...
- Tue Jun 18, 2019 12:36 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585661
Re: [MOD 0.14] AAI Programmable Vehicles
My friends kept trying to attack with vehicles, but were expecting full RTS style controls, aka saving+loading unit groups. I've modded that in, and would appreciate it if you could include that in your mod? I couldn't find a way to get access to "selected unit" data by writing my own mod ...
- Fri May 31, 2019 11:10 am
- Forum: Angels Mods
- Topic: Too much tech between starting ores and automated wood production
- Replies: 23
- Views: 7784
Re: Too much tech between starting ores and automated wood production
I started messing about with AAI vehicles before bob+angels, and dropping down a Mining Vehicle to chop down a forest comes naturally from that. (or using the Path controller to set "chop this entire forest down" waypoints) It results in a much more industrial feel, until i get arboretum 1...
- Wed May 29, 2019 10:58 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404761
Re: Bugs & FAQ
Angel's Refining adds barrelling, yet "Bottle Gas Processing", and fill/empty for "Gas Bottles" of Deuterium and Hydrogen Sulfide still seems to exist? (and Since they need an "air-pump" I'm not sure they're usable at all From what I understand those should be auto fol...
- Sun May 26, 2019 4:39 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404761
Re: Bugs & FAQ
Angel's Refining adds barrelling, yet "Bottle Gas Processing", and fill/empty for "Gas Bottles" of Deuterium and Hydrogen Sulfide still seems to exist? (and Since they need an "air-pump" I'm not sure they're usable at all From what I understand those should be auto fold...
- Sun Jan 27, 2019 10:56 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 85436
Re: Friday Facts #279 - Train GUI & Modern Spitter
The problem with "Temporary Trains" is that clicking on the map is hard... when you have a major hub (3+ unloading stations, and a few personal drop off stations) you don't want to accidentally send a random train into the unloading station. (Not all trains will have locked cargo inventory...
- Tue Jun 12, 2018 3:34 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 68759
Re: Friday Facts #246 - The GUI update (Part 3)
Looking at the map generation I see a few things: 1) I still don't see any help text for "frequence" "size" and "richness", I know most of my friends get confused over the options, and even I do too after a while between starting new maps. A Hover text or a "?"...