Search found 16 matches

by ThreePounds
Fri Sep 13, 2019 1:24 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 99
Views: 6169

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Gouldukat wrote:
Fri Sep 13, 2019 1:07 pm
Wow, why i see Mandelbrot pattern in it ?
It's an artefact of a quick and dirty tiling technique I used. You can make any texture tile-able by mirroring it along each axis once.
by ThreePounds
Fri Sep 13, 2019 1:05 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 99
Views: 6169

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Enderdraak wrote:
Fri Sep 13, 2019 1:04 pm
It looks nice, but is it possible to make the hight of the diamond less than the width?? to give the viewing angle more legitimacy??
That's exactly what I did.
by ThreePounds
Fri Sep 13, 2019 12:57 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 99
Views: 6169

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I'm more concerned about the "perfectly grid aligned" aspect of the pattern. Looks like 4 mini-tiles per tile, perfectly parralell to normal tiles. Maybe it'd help to turn the grid 45°? or make the lines a bit more wavy. I like your idea so I just made a quick mockup to test it out. Here's 45° with...
by ThreePounds
Fri Sep 13, 2019 12:01 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 99
Views: 6169

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I applaud the effort to give landfill it's own unique texture, especially because I prefer the dirt / dry dirt textures over grass as it goes better with almost every entity in the game. However, I think it suffers from the same problem as the old concrete texture: it's prefect grid pattern makes my...
by ThreePounds
Wed Sep 11, 2019 12:21 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 422
Views: 36269

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

mrvn wrote:
Wed Sep 11, 2019 12:06 pm
Since there are long burner inserters you can power them from the input belt if you put input and output belts on the same side.
Sounds interesting but I don't quite understand just by your description. Could you make an example for me, please?
by ThreePounds
Wed Sep 11, 2019 11:09 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 422
Views: 36269

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I want to highlight something that this mod does exceedingly well even when compared to professionally produced games with crafting elements. I have no clue about game design but I've come to realise that a good crafting recipe strikes a balance between components that are thematically appropriate, ...
by ThreePounds
Wed Sep 11, 2019 8:53 am
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 422
Views: 36269

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Busses are boring. Spaghetti 4 lyfe. Or do it the cool kids way and put all of the complicated stuff on a trains and just build micro bases everywhere. Preach brother! I'm about to go electric. I'm so exited! Electric inserters are a huge milestone as it means I can finally use both sides of the be...
by ThreePounds
Tue Sep 10, 2019 5:45 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 422
Views: 36269

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

In IR without RSO, it isn't, on purpose, won't change. But RSO can in theory put iron a long, long way away. My own feeling is that this is exactly the challenge RSO should be adding, and playing with it a bit myself, it seems OK, RNG permitting - but it's not my mod and I'm happy for orzelek/RSO t...
by ThreePounds
Tue Sep 10, 2019 2:25 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 422
Views: 36269

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Since you seem to like to look at bases made with IR I want to show you mine as I transition from the bronze to the iron age. I'm playing with RSO so resources in my base are about to run dry (especially copper) and I have to spend my first ingots to hopefully transition to trains. Biters are slowly...
by ThreePounds
Sat Sep 07, 2019 9:04 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 422
Views: 36269

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

I did some throughput testing on the Long burner inserters and and to my surprise they seems to behave exactly like regular long inserters performance wise - not including the time they might spend fuelling themselves. While I had the test setup ready I confirmed my suspicion that this is true for e...
by ThreePounds
Fri Sep 06, 2019 9:39 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 422
Views: 36269

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

I'm encountering a crash when pressing ctrl+G on any entity (e.g. stone furnace) Fixed in next version. Coolio! Is it going to be your own implementation of the burner leech mod? It does sounds powerful early on when everything is powered by burner energy. Should I replace it with said mod while I ...
by ThreePounds
Fri Sep 06, 2019 9:01 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 422
Views: 36269

Re: [MOD 0.17+] Industrial Revolution (0.9.9)

I'm encountering a crash when pressing ctrl+G on any entity (e.g. stone furnace) The mod Industrial Revolution caused a non-recoverable error. Please report this error to the mod author. Error while running event IndustrialRevolution::deadlock-control-burner-leech (ID 144) __IndustrialRevolution__/c...
by ThreePounds
Fri Aug 23, 2019 11:40 am
Forum: Gameplay Help
Topic: Inserters not working transferring between assembly machines and labs
Replies: 7
Views: 201

Re: Inserters not working transferring between assembly machines and labs

This is the setup I tried. :?: https://i.postimg.cc/gjnttHw1/labsetup.png The problem with this setup is that Automation and Logistic science packs are both on the same side of the belt so the inserter can only ever grab one or the other. The research requires both so the lab will not start consumi...
by ThreePounds
Wed Aug 21, 2019 7:22 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt math, using lower tier belts to effect.
Replies: 76
Views: 2050

Re: Belt math, using lower tier belts to effect.

Will these work with less than 100% on the inputs? Will these work if the outputs are backing up?
by ThreePounds
Tue Jun 14, 2016 2:36 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 79227

Re: Version 0.12.35

creekz wrote:https://steamdb.info/app/427520/depots/

Dev build updated 29 minutes ago. Hype!
from reddit:

14:12 <@HanziQ> it was supposed to be a 0.13 testing build for steam features but I fucked up and build 0.12 branch accidentaly :D

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