Search found 1182 matches

by Mooncat
Fri Jan 15, 2021 9:20 pm
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 6023

Re: Version 1.1.9

Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.
Finally!!! :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D Thank you!!!
by Mooncat
Thu Dec 10, 2020 3:10 am
Forum: Releases
Topic: Version 1.1.5
Replies: 8
Views: 12850

Re: Version 1.1.5

um... any news on the furnace ingredient slot tooltip vs fuel slot tooltip consistency? And possible ammo tooltip? :(
by Mooncat
Thu Nov 26, 2020 12:09 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 73
Views: 20437

Re: Version 1.1.1

We actually try to move to names list rather than just icon lists in these kind of tooltips if possible. The reason is, that when I see the name, I can actually search for name, but if you have a mod with 50 similar icons for something, and it just shows you the icons, how are you supposed to find ...
by Mooncat
Wed Nov 25, 2020 5:14 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 73
Views: 20437

Re: Version 1.1.1

Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there would be too m...
by Mooncat
Wed Nov 25, 2020 4:22 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 73
Views: 20437

Re: Version 1.1.1

Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there would be too m...
by Mooncat
Wed Nov 25, 2020 4:10 pm
Forum: Ideas and Suggestions
Topic: Show acceptable ammo on ammo slot just like fuel slot
Replies: 7
Views: 576

Re: Show acceptable ammo on ammo slot just like fuel slot

This is a good idea. Armor & equipment grids already show which items are compatible; it would be nice if ammo did the same. A tooltip for acceptable furnace ingredients got added in 1.1. But either what you are describing was removed or never existed (or I'm just stupid and can't find it :) ) Good...
by Mooncat
Tue Nov 24, 2020 2:24 am
Forum: Ideas and Suggestions
Topic: Show acceptable ammo on ammo slot just like fuel slot
Replies: 7
Views: 576

Re: Show acceptable ammo on ammo slot just like fuel slot

1.1 is out, but still not implemented and no reply.
Have to bump it and see if it can get attention.

(I really think ammo slot tooltip is a must-have, given that we already have fuel slot tooltip for so long)
(Also tried to post on Discord, also no reply)
by Mooncat
Fri Nov 13, 2020 3:49 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 177
Views: 42800

Re: Friday Facts #363 - 1.1 is getting close

Wow, so many eye candies. So many info. So many updates that we haven't thought of. but I can imagine it being also helpful when playing with new/big mod. How about this too? https://forums.factorio.com/viewtopic.php?f=6&t=77216&p=463224 And fuel slot filter, so we can select which item to be used a...
by Mooncat
Fri Apr 17, 2020 9:11 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 7646

Re: Friday Facts #343 - Environmental particle effects

Imagine the devs also implement camera shake and distortion (shock wave), now the explosion is perfect.
by Mooncat
Fri Dec 06, 2019 5:24 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 17963

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Now I can't wait to see what 1.0 will look and sound like.

Just a kind reminder: animating water and trees means you have to make sound effect for them too. :P
by Mooncat
Fri Oct 25, 2019 4:37 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 16631

Re: Friday Facts #318 - New Tooltips

Since you are talking tooltips, I have just added a suggestion regarding the tooltip for ammo slots, hope you can review it: Show acceptable ammo on ammo slot just like fuel slot

Image
by Mooncat
Fri Oct 25, 2019 4:30 pm
Forum: Ideas and Suggestions
Topic: Show acceptable ammo on ammo slot just like fuel slot
Replies: 7
Views: 576

Show acceptable ammo on ammo slot just like fuel slot

We already know the acceptable fuels on fuel slot as shown on the tooltip when hovering the slot: Fuel-tooltip.png My suggestion: Do the same for ammo slot, i.e. add tooltip to show the acceptable ammo, just like this: Ammo-tooltip.png Missing such tooltip isn't a big problem for vanilla game since ...
by Mooncat
Fri Aug 30, 2019 5:57 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 18165

Re: Friday Facts #310 - Glowing Heat pipes

Oh god, looks like the pipes are going to melt you down. Just my personal opinion: make the glow only happens on a small part of the pipe, like a heat indicator, a small lamp (like rail signal), or a small part of the pipe covered under glass (like the window of fluid pipe), rather than glowing the ...
by Mooncat
Tue Aug 27, 2019 5:57 pm
Forum: Not a bug
Topic: [0.17.66] misleading error message when trying to use the temporary train destination
Replies: 15
Views: 713

Re: [0.17.66] misleading error message when trying to use the temporary train destination

@ Mooncat , ????? from my first post: Why give a message of "no route" if you are in map mode? I would expect no message at all as is normal when you click somewhere and the click is useless... or a message like "you must be in the train window to do that" if you want to help new players... Oh, did...
by Mooncat
Tue Aug 27, 2019 1:50 pm
Forum: Not a bug
Topic: [0.17.66] misleading error message when trying to use the temporary train destination
Replies: 15
Views: 713

Re: [0.17.66] misleading error message when trying to use the temporary train destination

@ boskid , no, that is not the case, my trains go only forward... and anyway, after I learned the right way of using this feature the train goes where I want!!! the problem is not that something doesn't work, it's that if you use it incorrectly it gives a message that is misleading... I think you s...
by Mooncat
Wed Aug 21, 2019 5:29 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.66] Items spill from player inventory with the combined use of construction robots, modules and beacons
Replies: 1
Views: 932

[Twinsen][0.17.66] Items spill from player inventory with the combined use of construction robots, modules and beacons

Bug Items in character's inventory can spill to ground when player insert modules to a beacon while personal construction robots keep trying to insert items (from deconstructed entities) and go back to character when the inventory is already full. Environment Vanilla 0.17.66. Steps to reproduce Tur...
by Mooncat
Fri Aug 09, 2019 6:43 pm
Forum: Duplicates
Topic: [0.16?] Pump-to-rail graphical artifacts if rail is at north
Replies: 2
Views: 357

Re: [0.16?] Pump-to-rail graphical artifacts if rail is at north

Loewchen wrote:
Thu Aug 08, 2019 7:59 pm
49292
aw, sorry for duplicate.
So the bug started in 0.15 and we haven't ever seen the correct form of pump-to-rail at north?
Can't wait to see this get fixed. :D
by Mooncat
Thu Aug 08, 2019 7:54 pm
Forum: Duplicates
Topic: [0.16?] Pump-to-rail graphical artifacts if rail is at north
Replies: 2
Views: 357

[0.16?] Pump-to-rail graphical artifacts if rail is at north

Bug There are graphical artifacts on the pumps that are connecting a rail at north when they are idle. Pump-to-rail-graphics-artifacts.png The shadow on the rail indicating something is missing. My graphics settings if they matter: Pump-to-rail-graphics-artifacts-settings.png Version I noticed this...
by Mooncat
Fri Jun 28, 2019 7:08 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 11418

Re: Friday Facts #301 - Crash site: First state

The design is more based in the (yet unshown) redesign of the assembling machines Now you have mentioned assembling machines. I really really really hope that you can add the ability to turn assembling machines on/off via circuit network. We can turn off miners now, why not assembling machines? Als...
by Mooncat
Thu Jun 06, 2019 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.2] Electric Miner doesn't show expecting resources
Replies: 5
Views: 1213

Re: [0.17.2] Electric Miner doesn't show expecting resources

kovarex wrote:
Wed Feb 27, 2019 10:03 pm
Hello, I can't really reproduce the issue.
Hi, I just came back to this game and encountered this issue.
Setting "Entity tooltip delay" to higher than 0ms will completely hide the entity tooltip when placing entities.
I guess this is actually a bug?

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