Search found 20 matches

by TigBits
Sat Feb 16, 2019 3:57 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 83141

Re: Friday Facts #282 - 0.17 in sight

TOGoS wrote: ↑
Fri Feb 15, 2019 10:51 pm
Mmmmmmyes.
Excellent, thanks.
by TigBits
Fri Feb 15, 2019 9:23 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 83141

Re: Friday Facts #282 - 0.17 in sight

Terrain generation updates
Will we still be able to do these things?

1. Create a map without trees
2. Create a map without cliffs
3. Restrict water to the starting area
by TigBits
Sat Nov 17, 2018 2:24 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 82411

It's amazing how such a small change can make the game look so much better. As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt. Now that this behavior is officially intentional I can stop avoiding it, although I have yet to find a...
by TigBits
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: 1785

Re: [0.16] Add Wood to player inventory when Trees Size is set to None

Jap2.0 wrote:Why not just use the smg?
Good job on completely missing the point[Moderated by Koub].
by TigBits
Sun Aug 19, 2018 9:20 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 46354

Re: Friday Facts #256 - The little things 3

Enricthered wrote:give credit to the modders that have had the belt immunity item since .016 or even earlier
Modders didn't create belt immunity[Moderated by Koub].
by TigBits
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: 1785

[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 invent...
by TigBits
Fri Jul 06, 2018 7:30 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 54331

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.
by TigBits
Fri Jun 29, 2018 8:19 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 68793

I think Proposal 4 sounds awesome.
by TigBits
Fri Jun 08, 2018 9:10 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 59921

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.
by TigBits
Sat Feb 24, 2018 1:58 am
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 45096

All the sperging out over uploading crash logs is less about privacy and more about piracy. Thieves don't like it when their stolen goods phone home.

Aside from that, anyone whining about privacy and sill using chrome/google/facebook on a daily basis is a hypocrite and an idiot.
by TigBits
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: 1968

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 exact...
by TigBits
Fri May 19, 2017 8:54 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146929

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 E) ...
by TigBits
Mon Apr 24, 2017 9:20 pm
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 138425

Re: Version 0.15.0

Tubbles wrote:
HanziQ wrote:
  • Removed support of 32 bit systems.
I'm curious for the reason for this?
Here's the forum thread were it was announced and discussed.

Friday facts #158 - The end of the 32 bit era
by TigBits
Tue Jan 17, 2017 12:48 am
Forum: Modding help
Topic: [SOLVED] on_tick event not working
Replies: 2
Views: 1181

Re: [0.14.21] on_tick event not working

Klonan wrote:ipairs doesn't work any longer on game.players, just use pairs and it will work
Thanks, I realized after I posted that it was actually the loop that was failing to work, but I was still looking into why.

I have the mod updated and fully working now.
by TigBits
Tue Jan 17, 2017 12:36 am
Forum: Modding help
Topic: [SOLVED] on_tick event not working
Replies: 2
Views: 1181

[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_tic...
by TigBits
Tue Nov 01, 2016 6:34 am
Forum: News
Topic: Friday Facts #159 - Research revolution
Replies: 248
Views: 102795

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.
by TigBits
Tue Nov 01, 2016 2:23 am
Forum: Ideas and Suggestions
Topic: Allow excess liquids to pass through Chemical Plants
Replies: 9
Views: 3826

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.

Image
by TigBits
Mon Oct 31, 2016 7:48 pm
Forum: Ideas and Suggestions
Topic: Remove the "Built by" field in single player
Replies: 2
Views: 1056

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.

Image
by TigBits
Wed Oct 12, 2016 2:32 am
Forum: Technical Help
Topic: Player equipment overlaps machine info
Replies: 1
Views: 903

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/overlap...
by TigBits
Mon Oct 03, 2016 12:48 am
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 62145

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.

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