Search found 9 matches
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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.
Just desaturate the colours to get a reasonable approximation of realistic night vision.