Search found 55 matches

by maniak1349
Fri Feb 05, 2021 3:34 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 230
Views: 57485

Re: Friday Facts #365 - Future plans

Congratulations on the milestone! You guys are the best. Looking forward for the expansion.
by maniak1349
Sat Aug 15, 2020 5:02 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 39523

Re: Friday Facts #360 - 1.0 is here!

Congratulations and thank you for the great game guys! Really looking forward for you next projects.
by maniak1349
Sat Jun 27, 2020 10:22 am
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 7874

Re: Friday Facts #353 - Trailer update

New FFF looks shiny and all, but readability got worse. So

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by maniak1349
Thu Jan 30, 2020 9:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.3] New entities with non-default map colors ignore friendly_map_color field
Replies: 1
Views: 769

[0.18.3] New entities with non-default map colors ignore friendly_map_color field

Entities with non-default map colors introduced in 0.18.2 (beacons, pipes, heat pipes, roboports and steam engines) ignore friendly_map_color (and likely enemy_map_color ) when those are set/changed via mod. Their map color only seems to change when map_color is modified. Old entities with non-defau...
by maniak1349
Tue Jan 28, 2020 3:56 pm
Forum: Releases
Topic: Version 0.18.2
Replies: 61
Views: 15914

Re: Version 0.18.2

Improved map colors by adding specific colors to beacons, pipes, heat pipes, roboports and steam engines. So it seems that this change added specific map_color values to those entities. And that in turn seems to mean that changing friendly_map_color or enemy_map_color will do nothing now. Am I corr...
by maniak1349
Fri Jan 17, 2020 6:30 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 15674

Re: Friday Facts #330 - Main menu and File Share Shenanigans

While you at it can we have all those buttons on a single screen without need to hop between dialogs? Pretty much exactly like that: btns.png And about new game dialog - I think it will look better if instead of a list it will be a table with all sorts of additional information in columns - requires...
by maniak1349
Fri Nov 08, 2019 4:08 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 30706

Re: Friday Facts #320 - Color correction

Can't say that I like this new look. Way to bright and vivid for my taste. And that blue hue at night makes it even harder to see. I hope that there will be on option to have old colors back.
by maniak1349
Fri Oct 04, 2019 1:40 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 14123

Re: Friday Facts #315 - New test servers

Bilka wrote: ↑
Fri Oct 04, 2019 1:23 pm
Potion bottles :)
Those look nice. Where can one get some?
Also are they empty yet or are they empty already? :)
by maniak1349
Fri Oct 04, 2019 1:18 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 14123

Re: Friday Facts #315 - New test servers

'PC junk' (cables, mice, fans, spidertron, keyboards, SSDs, headphones etc.)
Hey! Stop moving it around the shelves and put it where it belongs - into the game. :)

Also whats that?
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by maniak1349
Mon Aug 19, 2019 4:29 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.66] Visual: Ghosts are losing liquid input/output icons on save/load
Replies: 2
Views: 1084

[Dominik][0.17.66] Visual: Ghosts are losing liquid input/output icons on save/load

Ghosts of machines are losing liquid input and output icons after game was saved and loaded again.
On the screenshot - top is freshly built ghost, bottom - after save and load.
by maniak1349
Thu Aug 08, 2019 1:56 am
Forum: Not a bug
Topic: [0.17.59] Drag-mining non-ghost entities does not remove ghosts
Replies: 4
Views: 434

Re: [0.17.59] Drag-mining non-ghost entities does not remove ghosts

This behavior is extra useful in some other cases though. For example in case where you want to move a big chunk of your base slightly but still don't have access to construction robots or want to help them by hand. You can Ctrl+X the chunk, place it immediately at new position and dismiss the bluep...
by maniak1349
Thu Aug 08, 2019 12:01 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.63] Liquids disappear from machines on any changes in mods
Replies: 4
Views: 1163

[Rseding91] [0.17.63] Liquids disappear from machines on any changes in mods

Any changes (enabling, disabling, changing, adding whitespaces, i.e. anything at all) in any mods including base game will cause any liquids that already are filled into machines and waiting to be consumed by the recipe to disappear. This causes recipes with closed liquid loop to fail after certain ...
by maniak1349
Wed Jul 31, 2019 12:57 pm
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 53489

Re: Version 0.17.60

With those changes finally out I hope this overexaggerated drama will soon be over. Hang in there, Wube!
by maniak1349
Wed May 22, 2019 7:08 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.42] Researching certain technologies reenables tool buttons regardless of previous player choice
Replies: 1
Views: 998

[Oxyd] [0.17.42] Researching certain technologies reenables tool buttons regardless of previous player choice

Every time certain technologies are researched corresponding tool buttons will be reenabled. E.g. copy, paste etc. by construction robotics, exoskeleton toggle by exoskeleton equipment etc. Even if player already had finished a playthrough, got all of the buttons presented to him by the game and dis...
by maniak1349
Wed May 08, 2019 5:43 pm
Forum: Won't fix.
Topic: [kovarex] [0.17.37] Bidirectional trains seem to consider only last heading direction for station accessibility check
Replies: 1
Views: 875

[kovarex] [0.17.37] Bidirectional trains seem to consider only last heading direction for station accessibility check

0.17.37 on Windows 7 x64. Bidirectional trains seem to consider only current/last heading direction while doing station accessibility check for train stations UI list. This only affects station appearance in the train's UI - train is capable of reaching both stations just fine. For example - in this...
by maniak1349
Mon Mar 04, 2019 2:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
Replies: 9
Views: 983

Re: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements

Nope, it's seems to be the same to me for any key I try - function keys, numpad keys, alphanumeric keys. Neither it is limited only to tech tree - at least any window summoning option, enter/leave vehicle and quick weapon swap suffer from that.
by maniak1349
Mon Mar 04, 2019 9:41 am
Forum: Resolved Problems and Bugs
Topic: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
Replies: 9
Views: 983

[0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements

0.17.4 on Windows 7 x64. Steps to reproduce: 1. Launch the game 2. Load save / start new game 3. Get into Controls settings 4. Bind a new key to a non-target action 5. Confirm -> Back -> Resume So for example if I will bind ] to "Open technology screen" then when ] is pressed tech screen w...

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