Excellent, thanks.
Search found 20 matches
- Sat Feb 16, 2019 3:57 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 100235
Re: Friday Facts #282 - 0.17 in sight
- Fri Feb 15, 2019 9:23 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 100235
Re: Friday Facts #282 - 0.17 in sight
Will we still be able to do these things?Terrain generation updates
1. Create a map without trees
2. Create a map without cliffs
3. Restrict water to the starting area
- Sat Nov 17, 2018 2:24 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 101140
- Sun Aug 19, 2018 9:21 pm
- Forum: Implemented Suggestions
- Topic: [0.16] Add Wood to player inventory when Trees Size is set to None
- Replies: 4
- Views: 2294
Re: [0.16] Add Wood to player inventory when Trees Size is set to None
Good job on completely missing the point[Moderated by Koub].Jap2.0 wrote:Why not just use the smg?
- Sun Aug 19, 2018 9:20 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 58374
Re: Friday Facts #256 - The little things 3
Modders didn't create belt immunity[Moderated by Koub].Enricthered wrote:give credit to the modders that have had the belt immunity item since .016 or even earlier
- Sun Jul 22, 2018 2:36 am
- Forum: Implemented Suggestions
- Topic: [0.16] Add Wood to player inventory when Trees Size is set to None
- Replies: 4
- Views: 2294
[0.16] Add Wood to player inventory when Trees Size is set to None
A new setting was introduced in 0.16 , but when Trees Size is set to None the player will be unable to obtain any Wood on that map. This makes it impossible to play a map using this setting unless a mod is used.
The game should detect when this option is selected and add Wood to the player's ...
The game should detect when this option is selected and add Wood to the player's ...
- Fri Jul 06, 2018 7:30 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 68747
Re: Friday Facts #250 - Dead end conclusion
So, can we still get the persistent action bar from proposal 4? It's really the only thing I actually cared about from FFF #249.
Also, being able to put deconstruction planners into blueprint books would be great.
Also, being able to put deconstruction planners into blueprint books would be great.
- Fri Jun 29, 2018 8:19 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 88302
- Fri Jun 08, 2018 9:10 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 74155
Re: Friday Facts #246 - The GUI update (Part 3)
I think there needs to be some way of identifying the starting area in the preview image. Either mark it on the map with a border or optionally restrict the preview to only show the starting area.
- Sat Feb 24, 2018 1:58 am
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 53392
- Wed May 24, 2017 2:37 am
- Forum: Ideas and Suggestions
- Topic: Allow Electric Network to output Power Consumption to Circuit Network
- Replies: 2
- Views: 2439
Allow Electric Network to output Power Consumption to Circuit Network
I would like to be able to connect a power pole to a Combinator to read the current power usage and output a signal (to a Programmable Speaker) if power usage exceeds a set value. The primary use for this would be to make sure a factory isn't over-consuming solar power.
The ability to read the ...
The ability to read the ...
- Fri May 19, 2017 8:54 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 183992
Re: Friday Facts #191 - Gui improvements
For items such as equipment and weapons, clicking the shortcut will equip the item.
If I have a Power Armor MK2 equipped for combat, and a second one in my inventory for construction, will the shortcut swap them without dumping half my inventory on the ground?
Opening the character screen(using ...
If I have a Power Armor MK2 equipped for combat, and a second one in my inventory for construction, will the shortcut swap them without dumping half my inventory on the ground?
Opening the character screen(using ...
- Mon Apr 24, 2017 9:20 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 157236
Re: Version 0.15.0
Here's the forum thread were it was announced and discussed.Tubbles wrote:I'm curious for the reason for this?HanziQ wrote:
- Removed support of 32 bit systems.
Friday facts #158 - The end of the 32 bit era
- Tue Jan 17, 2017 12:48 am
- Forum: Modding help
- Topic: [SOLVED] on_tick event not working
- Replies: 2
- Views: 1505
Re: [0.14.21] on_tick event not working
Thanks, I realized after I posted that it was actually the loop that was failing to work, but I was still looking into why.Klonan wrote:ipairs doesn't work any longer on game.players, just use pairs and it will work
I have the mod updated and fully working now.
- Tue Jan 17, 2017 12:36 am
- Forum: Modding help
- Topic: [SOLVED] on_tick event not working
- Replies: 2
- Views: 1505
[SOLVED] on_tick event not working
I'm trying to update my clock mod from v0.11.22 to 0.14.21. I have fixed all of the errors but the on_tick event still isn't working.
This is the code I am running. When I start a new game, I get the clock label in the upper left corner but it never changes. None of the four test lines in the on ...
This is the code I am running. When I start a new game, I get the clock label in the upper left corner but it never changes. None of the four test lines in the on ...
- Tue Nov 01, 2016 6:34 am
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 125198
Re: Friday Facts #159 - Research revolution
It will be interesting to see what the final recipes will be for the various science packs. I'm curious to know what the total cost (in raw materials) of completing all the research will be compared to now.
- Tue Nov 01, 2016 2:23 am
- Forum: Ideas and Suggestions
- Topic: Allow excess liquids to pass through Chemical Plants
- Replies: 9
- Views: 5131
Allow excess liquids to pass through Chemical Plants
Would it be possible to allow liquids to flow through Chemical Plants to allow them to be connected in a chain?
In this image Sulfuric Acid pipes would connect to the topmost Chemical Plant and the Sulfuric Acid would flow from one plant to the next.

In this image Sulfuric Acid pipes would connect to the topmost Chemical Plant and the Sulfuric Acid would flow from one plant to the next.

- Mon Oct 31, 2016 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Remove the "Built by" field in single player
- Replies: 2
- Views: 1339
Remove the "Built by" field in single player
I propose that the "Built by" field should not be displayed in single player games. I am the only player so everything was obviously built by me; therefore, this field is both redundant and a waste of screen space.


- Wed Oct 12, 2016 2:32 am
- Forum: Technical Help
- Topic: Player equipment overlaps machine info
- Replies: 1
- Views: 1111
Player equipment overlaps machine info
I'm playing version 0.14.9 and my player equipment box is overlapping the machine info popup. Assuming this is a bug, has it been fixed in the current version? How would I change this in my current version? I assume I just need to change a z-index somewhere.
https://s17.postimg.org/69tc7dx33 ...
https://s17.postimg.org/69tc7dx33 ...
- Mon Oct 03, 2016 12:48 am
- Forum: News
- Topic: Friday facts #158 - The end of the 32 bit era
- Replies: 132
- Views: 74130
Re: Friday facts #158 - The end of the 32 bit era
The loss of the x86 version is disappointing but understandable. I'm just glad I didn't buy the game yet.