Search found 9 matches

by daemonworks
Fri Nov 03, 2023 4:45 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 174
Views: 42334

Re: Friday Facts #383 - Super force building

the angry ghost icon is the best. :)
by daemonworks
Sat Sep 16, 2023 9:45 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 82078

Re: Friday Facts #376 - Research and Technology

Research queue: FINALLY. Quality: Meh? Hmm. Yes, definitely meh. I'm wanting interesting optimization problems to solve, and it doesn't seem right for that in it's current form. Maybe if there's more that can be done to influence quality level, so that optimal quality item production isn't just a si...
by daemonworks
Mon May 04, 2020 10:52 pm
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 23739

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

If units are differentiated by their ability to cross different sorts of terrain, shouldn't it be the case that they /don't/ group together? In the case of a mixed group of water and normal biters, grouping them just negates the water-biter's ability to cross water. It seems like they should split i...
by daemonworks
Thu Dec 12, 2019 4:20 am
Forum: Implemented Suggestions
Topic: Mod Manager / ability to load mods based on a save
Replies: 8
Views: 4201

Mod Manager / ability to load mods based on a save

It would be handy to have a method to match mod list to an existing save file, in a manner similar to what's done with servers. In my case it's because in migrating data to a new PC, I have the saves, but the mod list doesn't seem to have made it across. I'll should be able to sort it, but having a ...
by daemonworks
Sat Sep 28, 2019 8:21 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 128572

Re: Friday Facts #309 - Controversial opinions

I really like the idea of some of the stuff mentioned in adventure mode - most specifically doing more with differing surfaces. Though rather than exploration (which i'm not averse to), imagine multiple z-levels that provide different materials, and perhaps have different specific challenges, so the...
by daemonworks
Fri Sep 21, 2018 12:48 am
Forum: Resolved Problems and Bugs
Topic: [TOGos] [For 0.17] [0.16.1] Cliffs not spawning, or only spawning in starting zone
Replies: 20
Views: 50033

Re: [TOGos] [For 0.17] [0.16.1] Cliffs not spawning, or only spawning in starting zone

One serious pet peeve that I'd love to see specifically addressed is the issue of ribbonworlds and the like. Map settings that are lovely on normal maps can be an exercise in frustration on maps with size limits because the generation doesn't take into account the fact that there's only a tiny slice...
by daemonworks
Fri Sep 21, 2018 12:28 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 131127

Re: Friday Facts #260 - New fluid system

I might be missing something, but why wouldn't working it kind of similarly to the electrical network do what you want? So, a cude oil pipe, produces X amount which is distributed to Y amount of refineries. just do an even split... but you cap the X based on the desired pipe capacity. If you want a ...
by daemonworks
Thu Jan 11, 2018 9:38 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 396274

Re: Friday Facts #224 - Bots versus belts

<sarcasm> Clearly, if anything, what needs to go is blueprint storage and sharing. I mean, if /anything/ is making the game too easy, uncreative and whatnot, it's the ability to simply plunk down whatever layout was put together by somebody who bothered to learn the system. Clearly there's no fun to...
by daemonworks
Fri Dec 09, 2016 8:39 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 82353

Re: Friday Facts #168 - Nightvision Nightmare

Most of the options are kinda terrible... and what's with the green anyways? Yeah, that used to be a thing, but that was quite a while ago, not in the distant future.
Just desaturate the colours to get a reasonable approximation of realistic night vision.

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