Search found 1189 matches

by Mooncat
Fri Dec 22, 2023 2:33 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 13137

Re: Friday Facts #390 - Noise expressions 2.0

This FFF is unreadable : ( I don't get it. What exactly you don't like? screenshot-tick-73528871.png The lengths and direction of all underground belts or pipes are OK. 0eNqlW9lyozgU/ReeTRfapfzKVNcUdpSEaYwpwF2dSvnfh8SJIW0J6UhPWe+5y7mLrsBvxb49235ouql4eCuaw6kbi4d/3oqxee7q9v1302tvi4eimeyx2BVdfXz/aTgdf...
by Mooncat
Fri Dec 22, 2023 1:41 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 13137

Re: Friday Facts #390 - Noise expressions 2.0

This FFF is unreadable : (

Edit: my bad. That's the underground belt cover's shadow.
by Mooncat
Sun Oct 01, 2023 12:39 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 73715

Re: Friday Facts #378 - Trains on another level

TRAIN BRIDGE!!!!
TRAIN BRIDGE!!!!
TRAIN BRIDGE!!!!
Image

One more thing...
ElectricLocomotive.png
ElectricLocomotive.png (2.7 MiB) Viewed 1802 times
by Mooncat
Fri Sep 22, 2023 11:14 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47347

Re: Friday Facts #377 - New new rails

Imagine you are working on a planetary rail network 20230922235222_1.jpg with each junction looks like this 20230922235236_1.jpg waiting to be plugged in a new save for 2.0, and then you read this FFF, realising all your work has to be redone. 0_ZjYSm_q36J4KChdn.jpg I can finally get rid of those ug...
by Mooncat
Fri Sep 08, 2023 11:58 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119093

Re: Friday Facts #375 - Quality

Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
by Mooncat
Fri Sep 01, 2023 10:46 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 65513

Re: Friday Facts #373 - Factorio: Space Age

so the DLC announced >1.5 years ago is now announced to be entering another year+ of development? haha. trying to remain relevant or something? people certainly forgot by now. maybe this is a good way to remind them. good luck! New to the Factorio release schedule? :lol: At least they have revived ...
by Mooncat
Sun Feb 06, 2022 3:12 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 125966

Re: Friday Facts #367 - Expansion news

I wish we will be able to build a second or even higher layer of transport belts and pipes so we can have more interesting layouts like Satisfactory and Dyson Sphere Program. I'm trying to make a grid, botless megabase (partially because of Robot Attrition ) but building belts in limited space is du...
by Mooncat
Fri Jan 15, 2021 9:20 pm
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 14944

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: 17173

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: 74
Views: 48570

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: 74
Views: 48570

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 woul...
by Mooncat
Wed Nov 25, 2020 4:22 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48570

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 woul...
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: 2816

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 :) ) ...
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: 2816

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: 178
Views: 97335

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 b...
by Mooncat
Fri Apr 17, 2020 9:11 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 21046

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: 44145

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: 45718

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: 2816

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: 39602

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 ...

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