Search found 385 matches

by conn11
Fri Nov 03, 2023 1:50 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 27497

Re: Friday Facts #383 - Super force building

(Vanilla) mineable landfill, finally :D
by conn11
Sat Oct 21, 2023 5:19 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 205
Views: 39681

Re: Friday Facts #381 - Space Platforms

Amazing news! And still, the new planets will ad even more content.
Since Nuclear seems to become a much more viable option in space. This would be a perfect oppertunity to introduce Plutonium into the mix.
by conn11
Fri Oct 13, 2023 2:23 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 28384

Re: Friday Facts #380 - Remote view

Best quality of life change ever (especially ghosting entities and landfill)! And another mod is now in Vanilla.
Much looking foreward for the clearer depiction of ghosts.
by conn11
Fri Oct 06, 2023 3:19 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 24482

Re: Friday Facts #379 - Abstract rewiring

A great and needed addition.
So next time we will hear about remote interaction and repice setting? :D
Also renaming trainstops without loosing conditions would indeed be great.
by conn11
Sat Sep 30, 2023 9:23 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 73715

Re: Friday Facts #378 - Trains on another level

(…) Second, I love the idea of the hopper unloaders someone mentioned above. (so dump the contents of a wagon from height into a store - though I know this is gonna be complicated as I suspect they aren't having train stops be elevated... still) (…) Those Hopper Unloader is reminisant of the concep...
by conn11
Fri Apr 08, 2022 9:39 am
Forum: Ideas and Suggestions
Topic: Worker bots
Replies: 4
Views: 1428

Re: Worker bots

If there was only a reason to automate wood (in Vanilla).
Construction bots can remove trees already (without the need of the long gone pickaxe).
Furthermore there are sufficient other options .
by conn11
Wed Mar 24, 2021 9:50 am
Forum: Ideas and Suggestions
Topic: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill
Replies: 14
Views: 3914

Re: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill

As for now Spidertron Enhancements (credit: Xorimuth) dose provide a modded workaround. Besides other things like pathfinding for spidertron.
by conn11
Sat Mar 20, 2021 11:56 am
Forum: Ideas and Suggestions
Topic: Dynamic Zoom
Replies: 4
Views: 1451

Re: Dynamic Zoom

And I doubt this will come to vanilla, because with weaker computers (especially graphic card), a bigger zoom out is a possible issue, which cannot be fixed. This point I would argue. I suggeted switiching from max. zoomed out to radar view or, if insufficient radar covarage, map view. This wouldn'...
by conn11
Fri Mar 19, 2021 4:54 pm
Forum: Ideas and Suggestions
Topic: Dynamic Zoom
Replies: 4
Views: 1451

Dynamic Zoom

TL;DR Zoom out from default view to map associated features could be beneficial placing bigger blueprints without the necessity to switch to the map. Should be toggleable. What ? Permit zooming out from default view to radar and map view. This option should be toggleable and turned off by default. ...
by conn11
Fri Feb 05, 2021 9:38 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 162480

Re: Friday Facts #365 - Future plans

Big expansion on the horizon, take my money. Getting the author of Alien Biomes on the team looks more than promising. Guess some space exploration'ish Vanilla expansion is about to come. Very much looking forward for it!
by conn11
Fri Jan 29, 2021 11:03 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 35085

Re: Friday Facts #364 - 1.1 stable

Amazing work! 1.1. did truly, what was announced. It expanded on features and added technical improvements wished to be in the game before.
Waypoints, fast autosaves, flip and turn; great job.
by conn11
Mon Dec 07, 2020 8:06 pm
Forum: General discussion
Topic: Thanks for all the fish! (Cave spoiler Spidertron)
Replies: 18
Views: 6504

Re: [Spoilers] The importance of fish production

This has been discussed before, though with inconclusive results.
by conn11
Fri Dec 04, 2020 10:49 am
Forum: Ideas and Suggestions
Topic: Empty Module Slots and Upgrade Planner - Let's Talk
Replies: 21
Views: 6521

Re: Empty Module Slots and Upgrade Planner - Let's Talk

Since Bp mirroring is vanilla now, there is little reason not having module insertion or removal for the upgrade planner.
Not a new suggestion, but I’m liking OPs mockup.
by conn11
Fri Nov 27, 2020 11:13 am
Forum: General discussion
Topic: Does anyone have an archive of the versions 0.2-0.6?
Replies: 5
Views: 1705

Re: Does anyone have an archive of the versions 0.2-0.6?

At least version 0.1 is publicly available, but chances are you already know that.
by conn11
Thu Nov 26, 2020 7:06 am
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48570

Re: Version 1.1.1

Added an interface option (off by default) to change quick bar slot filters by clicking them with different items.
Thank you very much!
With that as an option a player can use the new feature to build up his quickbar and once completed conserve it from accidental cluttering.
by conn11
Tue Nov 24, 2020 7:39 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 126760

Re: Version 1.1.0

Aside the already presented changes in the FFF, spidertron waypoints and squad, flip and turn for blueprints made Vanilla, more multithreading. This is great! Though the new selection feature defeats the purpose of the quickbar. It might fit some play style but definitely not mine, this should be to...
by conn11
Sat Nov 14, 2020 7:47 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 97335

Re: Friday Facts #363 - 1.1 is getting close

Lots of interesting changes. My thoughts: (...) 7. I haven't seen it mentioned in any recent FFFs, so I thought I would add: Please add the ability to copy module emplacements just like copy/pasting recipes on assemblers, miners, etc. I feel that this has been overlooked and would add much Quality ...
by conn11
Fri Nov 13, 2020 3:23 pm
Forum: General discussion
Topic: Alt-F4 #13 - Megabase Archaeology
Replies: 4
Views: 3189

Re: Alt-F4 #13 - Megabase Archaeology

Impressed work. What a monumental task building such a beast. But also porting it to 1.0. I remember quitting a pre 0.15. steam powered base after the changes made to the boilers. I would also voice my support including the circuit build in the main menu simulation. Maybe there should even be some s...
by conn11
Fri Nov 13, 2020 11:56 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 97335

Re: Friday Facts #363 - 1.1 is getting close

All in all good changes. Especially the alert arrows and the graphical tweaks for those shiny blue nights. I’m not entirely sold on the removal of the characters tab though. The redundancy would be much less relevant if all armour modules were togglable and not only exoskeletons and roboports. This ...
by conn11
Mon Nov 09, 2020 11:02 am
Forum: Ideas and Suggestions
Topic: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.
Replies: 8
Views: 2424

Re: bigger chest 2xN size (for railway blueprints) or long-handed stacker inserter.

Trains/tanks in train stations have never been a necessity. It' perfectly doable to unload a train into 1 tile chests with stack inserters. Your use case is extremely specific, and the issues you face are the consequence of a design decision. A such, I think you should address your need with mods, ...

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