Search found 27 matches

by Yes-Man
Fri Oct 18, 2019 8:13 am
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 6403

Re: What mods are you using - and why?

LordWampus wrote:
Sat Aug 24, 2019 5:50 pm
...
Todo List - In what universe would this not be useful?
...
True.
I always write it onto the map somewhere, using right click. Nice list, including icons^^

Looks something like this (although those are not my entries):
toDo.png
toDo.png (97.06 KiB) Viewed 350 times
by Yes-Man
Fri Oct 18, 2019 8:04 am
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 6403

Re: What mods are you using - and why?

1000 Sounds : Different sounds for events (like dying etc); also, co-player is the creator, I'm a co-creator .. use it, it rocks! (especially the TRAIN HORN^^) Blueprint Flip & Turn : You want your 11to7 balancer flipped/mirrored? Got you covered. Bottleneck : It's just a great mod. Never would mis...
by Yes-Man
Fri Oct 18, 2019 7:50 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 36
Views: 2291

Re: Criticism: Belt Immunity Equipment

Honestly, both NV and BI should be the same size; either 1x1 or 1x2 (as batteries are). I'd like to run both in my late game power armour since it makes messing with belt layouts far less frustrating, but the sad one-tile gap, which can currently only be filled by a panel, really grinds at me. Eeee...
by Yes-Man
Mon Oct 14, 2019 6:12 pm
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 36
Views: 2291

Re: Criticism: Belt Immunity Equipment

Also, its nice that the size is 1x1, sadly there are next to no other Items to equip with a 1x1 size. Changes in both directions could help to improve inventory choices. What is nice about the 1x1 size? The solar panel next to it? It doesn't "align" with the other components available, at all. Anot...
by Yes-Man
Mon Oct 14, 2019 9:01 am
Forum: General discussion
Topic: Criticism: Belt Immunity Equipment
Replies: 36
Views: 2291

Criticism: Belt Immunity Equipment

Hi all, I'd like to discuss the Belt Immunity Equipment (BIE) for a second. The general functionality is something I like. But the whole implementation of it grinds my gears. It starts with the module size of 1x1, which messes up my power armor inventory. The only option is, to put a solar panel nex...
by Yes-Man
Tue May 22, 2018 7:25 pm
Forum: Releases
Topic: Version 0.16.45
Replies: 12
Views: 10015

Re: Version 0.16.45

come home - notice steam download - update server - read reddit - notice post about bug - thinking about server rollback - steam downloading again - update server - play ... What can I say? Thanks! Epic deverlopers (from one to another^^)
by Yes-Man
Sat May 19, 2018 12:11 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 21160

Re: Friday Facts #243 - New GUI tileset

Very good to hear that you're investigating to make my (and the 8%'s) life easier.

Also: THEY ARE BILLIONS!^^
by Yes-Man
Sat Apr 14, 2018 9:09 am
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 20807

Re: Friday Facts #238 - The GUI update (Part II)

dasiro wrote:his math is as troubled as his vision :?
It's early in the morning and the kids are troubling me .. have some pity. I corrected the mistake ^^
by Yes-Man
Sat Apr 14, 2018 8:52 am
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 20807

Re: Friday Facts #238 - The GUI update (Part II)

Still no love for the colorblind (red-green, mostly)? Wikipedia tells us that about 8% of the male population are affected. And by just taking a wild guess I'll assume that most of your playerbase is male. So by sticking to the green, yellow, orange, red colorscale (research dialog for example), you...
by Yes-Man
Thu Jul 06, 2017 8:10 pm
Forum: Implemented Suggestions
Topic: Button for 'new (temporary) blueprint'
Replies: 0
Views: 256

Button for 'new (temporary) blueprint'

TL;DR I would really like to see a configurable button to create a new (temporary) blueprint. What ? Now that blueprints are no longer an item from the game but a game mechanic, I would really like a button to create a new one. If there could be a modifier to make this blueprint single-use, all tho...
by Yes-Man
Thu Jun 22, 2017 1:23 pm
Forum: Duplicates
Topic: [0.15.22] Bots not (forced) removing trees for curved rails
Replies: 1
Views: 259

[0.15.22] Bots not (forced) removing trees for curved rails

Like the title says. I think bots do not removed certain trees when trying to force-place rails. There is probably a slight difference between the 'hitbox' to place it and the one for deconstruction or something like this. PS: Sry for the nighttime picture and all, but it's the only one I have at th...
by Yes-Man
Thu Jun 22, 2017 1:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.22 ] Deconstruction planner white-/blacklist issue
Replies: 4
Views: 1082

Re: Deconstruction planner white-/blacklist issue

Does it? The tiles are whitelisted. And the mode is set to 'always'. ('only' does not work either, btw)
by Yes-Man
Thu Jun 22, 2017 1:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.22 ] Deconstruction planner white-/blacklist issue
Replies: 4
Views: 1082

[0.15.22 ] Deconstruction planner white-/blacklist issue

Apparently the white-/blacklist feature from the deconstruction planner does not work as I would imagine it does. I accidentally placed some concrete under a train station (sic!) and wanted to remove it with the help of this (cool) tool. constructionPlannerBug.jpg I set the deconstruction planner ba...
by Yes-Man
Thu Jun 22, 2017 8:40 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] 'Close Window' button not working from logistic slot
Replies: 2
Views: 677

[Rseding91] 'Close Window' button not working from logistic slot

I noticed that in version 0.15.2 that I cannot close my inventory screen after adding or editing one of the logistic slots.
So while the cursor/focus is still inside the number input field, my configured 'close window' button does not work (set to 'w' at the moment).
by Yes-Man
Wed Feb 15, 2017 8:37 pm
Forum: Gameplay Help
Topic: Automatically refueling your car - is it possible?
Replies: 3
Views: 1613

Re: Automatically refueling your car - is it possible?

gas station.jpg So what are we looking at? A normal belt (and wall) to park the car on, to get taken away on the red belt. The second connected belt part will stop the car and 'the machine' will start to work. How, you ask? Like this. ( in-game video ) In lamest terms my contraption will cycle one ...
by Yes-Man
Tue Feb 14, 2017 10:04 pm
Forum: Gameplay Help
Topic: Automatically refueling your car - is it possible?
Replies: 3
Views: 1613

Automatically refueling your car - is it possible?

The topic, more or less, says it all. I'm looking for ways to refuel my car and NOT flood my trunk with logs/coal/... In other words, I want to fill up the tank of my car, not the inventory. I want it to be done without my help, besides parking the car and preferably not down to a millimeter toleran...
by Yes-Man
Tue Feb 14, 2017 9:56 pm
Forum: Ideas and Suggestions
Topic: alternative pollution color
Replies: 17
Views: 3488

Re: alternative pollution color

At least make the pollution overlay mod-able (as I understand it, the texture cannot be replaced at the moment). It actually can be, and I just did as a proof of concept. 20170213193436_1.jpg What you might say is that it can't be modded the regular way. You have to edit data/core/graphics/pollutio...
by Yes-Man
Tue Feb 14, 2017 11:17 am
Forum: Not a bug
Topic: [0.11.x] Transfering fuel into Car/Tank trunk broken
Replies: 9
Views: 2848

Re: [0.11.x] Transfering fuel into Car/Tank trunk broken

Currently (0.14.22) an inserter fills up the whole car with fuel (wood, coal etc).

Is there a way to (automatically) refuel cars in an orderly fashion?
by Yes-Man
Mon Feb 13, 2017 4:03 pm
Forum: Ideas and Suggestions
Topic: alternative pollution color
Replies: 17
Views: 3488

Re: alternative pollution color

Besides having the screen full of numbers and no FPS left, is there another solution yet (or maybe on the horizon)? At least make the pollution overlay mod-able (as I understand it, the texture cannot be replaced at the moment). A general 'colorblind' option in the graphic settings would be nice. PS...
by Yes-Man
Fri Jul 08, 2016 8:16 pm
Forum: Not a bug
Topic: Lamp controlled by network gives wrong amount of light.
Replies: 4
Views: 817

Re: Lamp controlled by network gives wrong amount of light.

...It is assumed that if you select "use colors", you will use that lamp more as an indicator rather than lighting up your base. If you need both you can put 2 lamps with different settings next to eachother. So unless there is a good gameplay situation where the other behavior would be useful, it ...

Go to advanced search