Search found 157 matches

by Squelch
Fri Mar 20, 2020 3:36 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 205
Views: 14684

Re: Friday Facts #339 - Beacon HR + Redesign process

I find myself ambivalent towards the new beacons. Probably because I rarely, if ever, use them. Artistically; I can see that a lot of effort and creativity has been put into it, and that the practicalities are also being considered (occlusion), so that is commendable. Stylistically; it seems to be q...
by Squelch
Fri Mar 20, 2020 12:57 pm
Forum: Ideas and Suggestions
Topic: Sound when successfully copy/pasting an entity
Replies: 8
Views: 187

Re: Sound when successfully copy/pasting an entity

Deadlock989 wrote:
Thu Mar 19, 2020 10:32 pm
Flying text works out alright actually

Image

YMMV
Heh, that is pretty neat, I like the use of a symbol a lot :)
by Squelch
Thu Mar 19, 2020 12:36 am
Forum: Ideas and Suggestions
Topic: Sound when successfully copy/pasting an entity
Replies: 8
Views: 187

Re: Sound when successfully copy/pasting an entity

As the author of SoundOnRotate I can see both sides of this argument. I specifically added a sound to the rotate action because the action can very often be performed unintentionally, so the unobtrusive sound is there to alert, but not annoy or add further noise. Pasting attributes is one area that ...
by Squelch
Wed Mar 18, 2020 9:22 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 507
Views: 47088

Re: pY Alien Life - Discussion

I just updated to the latest versions of every PyMod. All of the science pack recipes have disappeared! :o They're made in a new building. I think it's called the research center. It would have been courteous to have communicated this and other recent recipe/building changes in the changelog. I see...
by Squelch
Tue Feb 25, 2020 8:22 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 39
Views: 5585

Re: Option for disabling artillery auto target

Don’t know about developer intent but I primarily use artillery to keep biter nests away from my base - and pollution cloud. They are active at all times and are resupplied via logistic bots. I don’t have any remote outposts after biters wrecked one of my trains mid-transit. I expand my base to enc...
by Squelch
Tue Feb 25, 2020 5:12 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 507
Views: 47088

Re: pY Alien Life - Discussion

I've run into an odd little bug. Botanical nursery has moved from the original Coal processing to Alien Life category in the crafting menu. However, when trying to add the nursery to the quickbar, it can only be found in coal processing. At first I overlooked it and thought it was just the change in...
by Squelch
Tue Feb 25, 2020 4:54 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 136
Views: 17315

Re: [0.14] What is it used for?

Coppermine wrote:
Mon Feb 24, 2020 1:01 am
What is it really used for? 1.5.8
  • Show fluid used to mine ore in Mined from pane.
  • Have more consistent vertical alignment of text.
Fantastic!

Thanks
by Squelch
Thu Feb 20, 2020 12:56 pm
Forum: Not a bug
Topic: [0.18.8] (map editor) power poles don't connect when placed via clone
Replies: 5
Views: 150

Re: [0.18.8] (map editor) power poles don't connect when placed via clone

Thanks for the report. that's working as intended: cloning preserves the entities and the connections as exactly as it can and the map editor just uses the same clone logic as the Lua API. I suspected this was intended behaviour, and have in fact flipped it on its head and made a new and up to date...
by Squelch
Thu Feb 20, 2020 11:33 am
Forum: Ideas and Suggestions
Topic: Make "reduce" arrow for hand crafting stay in a corner
Replies: 1
Views: 75

Re: Make "reduce" arrow for hand crafting stay in a corner

Heh! I gave up on chase the button and now pause the game, line up on the button and click as soon as I unpause.

+1 to having the minimise button in a fixed location.
by Squelch
Thu Feb 20, 2020 11:25 am
Forum: Not a bug
Topic: [0.18.8] (map editor) power poles don't connect when placed via clone
Replies: 5
Views: 150

Re: [0.18.8] (map editor) power poles don't connect when placed via clone

Thanks for the report. that's working as intended: cloning preserves the entities and the connections as exactly as it can and the map editor just uses the same clone logic as the Lua API. I suspected this was intended behaviour, and have in fact flipped it on its head and made a new and up to date...
by Squelch
Thu Feb 20, 2020 10:00 am
Forum: Ideas and Suggestions
Topic: Allow disabling of power pole auto-connect in clipboard and blueprints
Replies: 0
Views: 56

Allow disabling of power pole auto-connect in clipboard and blueprints

TL;DR Provide a setting or keybinding to prevent auto-connection of power poles when pasting from clipboard, or blueprints. What ? Use the same behaviour that the map editor clone tool uses. This could default to the current behaviour of auto-connect, but allow players to choose whether it is disab...
by Squelch
Thu Feb 20, 2020 9:35 am
Forum: Not a bug
Topic: [0.18.8] (map editor) power poles don't connect when placed via clone
Replies: 5
Views: 150

Re: [0.18.8] (map editor) power poles don't connect when placed via clone

Interesting. This is exactly the behaviour I would desire from copy/paste and blueprints. Clone makes an exact copy of both the pole and its connections, and does not auto-connect. I can confirm the behaviour as reported. A single unconnected pole when cloned, remains unconnected. Two or more connec...
by Squelch
Thu Feb 20, 2020 7:32 am
Forum: Ideas and Suggestions
Topic: Quickly place spaced rail signals using ctrl.
Replies: 3
Views: 136

Re: Quickly place spaced rail signals using ctrl.

It's a good suggestion. The technique I use in lieu of auto placement like electric poles, is to use the train visualisation helper as a guide. I then move forward, usually on a train, and place a signal when the tail is seen to pass the last signal laid. The settings window only allows a max of 12 ...
by Squelch
Thu Feb 20, 2020 3:19 am
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 17
Views: 705

Re: Battle is frustrating

One of the most common tactics is to turret walk. ie approach the nest just out of range and build turrets in front of each other as you advance. The first shots will cause a biter rush, but the turrets behind will take them out when in range. A nest takes a short while before it spawns a full compl...
by Squelch
Thu Feb 20, 2020 1:33 am
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 39
Views: 5585

Re: Option for disabling artillery auto target

Automatic fire is a nice feature to have. I even like it being the default. But artillery has a huge range compared to all other weapons. So before i start not caring about shells anymore or whenever i am expanding my factory, i would like to disable auto-fire temporarily until i am fine with the a...
by Squelch
Thu Feb 20, 2020 1:03 am
Forum: Minor issues
Topic: [0.18.7] Inconsistent display of consumed resources for Fluid Electric Mining Drill
Replies: 3
Views: 188

Re: [18.7] Inconsistent display of consumed resources for Fluid Electric Mining Drill

Does anybody know what happens when you place a miner in range of several ores that require different fluids to mine? I mean: With Angel's Ores and divOresity you can generate such a situation where a miner needs ~4 different fluids. Apart from the problem of fluid mixing – what does the tooltip sa...
by Squelch
Wed Feb 19, 2020 11:29 pm
Forum: Minor issues
Topic: [0.18.7] Inconsistent display of consumed resources for Fluid Electric Mining Drill
Replies: 3
Views: 188

[0.18.7] Inconsistent display of consumed resources for Fluid Electric Mining Drill

Description: Electric mining drills that require fluid input resources do not always show which resources they consume in the tooltip information panel. Reproduction: See attached savegame combined with the following reproduction steps. Place an electric mining drill over uranium ore (ensure uranium...
by Squelch
Wed Feb 19, 2020 10:27 pm
Forum: This Forum
Topic: Can I create tables on this forum?
Replies: 3
Views: 1156

Re: Can I create tables on this forum?

Please excuse the necro, I did not wish to create a duplicate request. I was about to create a small table in a post, and found that the expected BB tags were missing. I see now that phpBB doesn't have them natively, but does allow for them to be created as custom tags according to this thread on ph...
by Squelch
Wed Feb 19, 2020 10:02 pm
Forum: This Forum
Topic: SPAM accounts invading the forum
Replies: 22
Views: 789

Re: SPAM accounts invading the forum

Back when I was moderator, I regularly "cleaned" the birthday box. The first two days of every month always were a bit more... exhausting. And then there was January 1. https://i.imgur.com/tzdd7WY.png Open at your own risk. ;) Ohh my word, that looks like fun. I did check, and was relieved see my n...

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