Search found 15 matches

by Doomquill
Wed Feb 27, 2019 8:37 pm
Forum: Not a bug
Topic: [0.17.1] Fast replacing inserters doesn't work
Replies: 6
Views: 1128

Re: [0.17.1] Fast replacing inserters doesn't work

When I'm building things and I decide I want to use a red inserter where I just put a blue/yellow, or vice versa.
by Doomquill
Wed Feb 27, 2019 8:19 pm
Forum: Not a bug
Topic: [0.17.2] Can use commands like ctr+c but not cancel it while no unlocked
Replies: 4
Views: 1616

Re: [17.0.2] Can use commands like ctr+c but not cancel it while no unlocked

I don't know about Q not making sense, but I can agree that it'd be nice if you could cancel it with escape at least. It feels very unintuitive to have escape not bring the game back to a default state (i.e. closing menus, putting things back in inventory, closing map)
by Doomquill
Wed Feb 27, 2019 8:14 pm
Forum: Not a bug
Topic: [0.17.1] Fast replacing inserters doesn't work
Replies: 6
Views: 1128

Re: [0.17.1] Fast replacing inserters doesn't work

I really hope this is a bug. The situation where I'm trying to swap normal inserters for red is way more common than accidentally replacing my red inserters while upgrading from yellow to blue, especially given that Upgrade Planner is vanilla now.
by Doomquill
Fri Aug 10, 2018 3:32 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 58695

Re: Friday Facts #255 - Construction tools

Thank you thank you thank you for not killing research queue. I agree with the concern that adding an extra click after hitting Q while holding a blueprint is going to be annoying, but I'm wondering if maybe it won't because people will more often use copy past functionality than blueprints. I know ...
by Doomquill
Fri Aug 03, 2018 2:54 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 92807

Re: Friday Facts #254 - No research queue for you

Please. Please please implement Research Queue. I would argue that the 52000 downloads of the Research Queue mod and the 137000 downloads of the Auto Research mod proclaim a desperate need for the functionality to be in vanilla. Please don't give up on it. I know you think it's unwieldy or confusing...
by Doomquill
Sat Mar 24, 2018 5:15 am
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 58251

Re: Friday Facts #235 - 0.16 stable

It has been once or twice elsewhere mentioned that there will be a native Research Queue mechanism. I'm hoping it's included in the GUI rework. PLEASE INCLUDE IT I'M BEGGING YOU :-D
by Doomquill
Fri Mar 02, 2018 11:13 pm
Forum: Not a bug
Topic: [0.16.27] Can't interact while zoomed in
Replies: 1
Views: 979

[0.16.27] Can't interact while zoomed in

Before 0.16 it was possible to interact with some things, like inserters, chests, assemblers, etc that were within your reach distance while zoomed in on map view. As of 0.16 I haven't been able to make it work. The only interaction possible is opening the electric window. I'm betting this is a feat...
by Doomquill
Fri Mar 02, 2018 11:11 pm
Forum: News
Topic: Friday Facts #232 - PAX, Bugs, Graphs
Replies: 49
Views: 25447

Re: Friday Facts #232 - PAX, Bugs, Graphs

Really really stoked at the idea of a native Research Queue. Yay!
by Doomquill
Wed Jan 24, 2018 4:51 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 129376

Re: [MOD 0.12.12+] Research queue 1.2.6

steinio wrote: The zip file seems invalid.
Only the extracted folder got recognised as mod.
Yeah, it's because the .zip file is supposed to have the basic mod folder first in it, I've fixed for the mod portal upload.
by Doomquill
Sat Dec 16, 2017 12:31 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 65364

Re: Friday Facts #221 - 0.16 is out

Please just make sideloading fully compress onto a side of the belt, and make inserters fully compress belts without gimmicks and splitters. Having to use a splitter or underground belt or any other shenanigans to achieve full belt compression has always seemed insane to me.
by Doomquill
Wed Apr 26, 2017 12:24 am
Forum: Resolved Problems and Bugs
Topic: [0.15.0] Kovarex enrichment with productivity modules
Replies: 13
Views: 24481

Re: [0.15.0] Kovarex enrichment with productivity modules

To be honest, I don't think that's a good solution at all. I think this should be addressed in some other angle. I think it is debatable... But personally I would also agree that productivity Modules should be allowed, but the way the productivity is calculated should be changed. What we need is fo...
by Doomquill
Fri Apr 21, 2017 8:19 pm
Forum: Modding discussion
Topic: 0.15 modding related changelog as of March 6, 2017
Replies: 38
Views: 14919

Re: 0.15 modding related changelog as of March 6, 2017

Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read. Sorry to ask something so long after you posted this, but does fuel already in the game utilize these parameters? Presumably nuclear fuel will use burnt_result, but how about the others...
by Doomquill
Fri Apr 21, 2017 6:46 pm
Forum: Modding discussion
Topic: 0.15 modding related changelog as of March 6, 2017
Replies: 38
Views: 14919

Re: 0.15 modding related changelog as of March 6, 2017

Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read. Sorry to ask something so long after you posted this, but does fuel already in the game utilize these parameters? Presumably nuclear fuel will use burnt_result, but how about the others...
by Doomquill
Sat Nov 26, 2016 9:46 pm
Forum: News
Topic: Friday Facts #166 - Combat Revisit
Replies: 158
Views: 71008

Re: Friday Facts #166 - Combat Revisit

My biggest feature dream regarding combat would be to be able to have combat robots that sit in my logistic network and automatically deploy when biters enter the network range. It would even be okay if they were still one-offs. I just hate when I'm all the way across my map, and something starts at...
by Doomquill
Sat Oct 29, 2016 9:30 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 71240

Re: Friday Facts #162 - Theme Art Again

I'm a little late to the party, but I just wanted to say I LOVE REMOVING ALIEN ARTIFACTS! THANK YOU! I play equal numbers of games with biters, for the rpg type challenge, and without, so I can not worry about things breaking while I'm doing stuff. I like the biters, in the right circumstances, but ...

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