Search found 7 matches
- Fri May 01, 2020 11:15 am
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 23745
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
This looks great! I assume that if a mixed group can't all reach their destination those who do will split off and form a new group? The shell ejection looks great but please add a small delay to it spawning. Now it feels like the shell is ejected at the same time it's being fired and no when the re...
- Fri Oct 25, 2019 1:42 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 52514
Re: Friday Facts #318 - New Tooltips
Yay, this will make paving large areas so much more pleasant! For bluprinted entities, could the reservation of multiple jobs per bot be done more efficiently as well? First bot to get a job to place an entity checks if there are any others in the same blueprint and grabs as many as possible. Bluepr...
- Fri Oct 27, 2017 4:04 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 72944
Re: Friday Facts #214 - Concrete rendering
Just scale everything up and zoom out.Proxy wrote: I still want a way to decorate my base with pixel arts without them blending together.
- Fri Oct 27, 2017 4:02 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 72944
Re: Friday Facts #214 - Concrete rendering
The new concrete texture looks way too busy and hazardous. You'd never be able to walk on it and it'd take time to level any machinery placed on it. Once you get to put concrete everywhere you have a level of automation which suggests you're basically laying down a factory floor. I've walked on fact...
- Fri Sep 01, 2017 9:20 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 43543
Re: Friday Facts #206 - Workflow optimisation
The storage tank interior background really needs to be dark, otherwise, the fact that the interior isn't 3d is really glaring. On a tank like this it would be very unlikely you'd have a window into the tank itself. You'd probably be using a by pass level indicator as you could easily replace them ...
- Fri May 26, 2017 8:59 am
- Forum: Resolved Problems and Bugs
- Topic: Inserter facing up/north slower than other directions
- Replies: 38
- Views: 41249
Re: Inserter facing up/north slower than other directions
Even if your compilers all produce the same comparison operation, different FP hardware executing it may not return the same result, which could probably lead to desyncs in MP. Could, but so far hasn't. And with the sample size we have I'm 99.99% confident in saying they all produce the same result...
- Thu May 25, 2017 10:47 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserter facing up/north slower than other directions
- Replies: 38
- Views: 41249
Re: Inserter facing up/north slower than other directions
I'm not sure why the inserter moves so oddly. Most of it's behavior code is probably there since version 0.1 so probably not even the guy who wrote it(kovarex) would know why. In any case, are you just trying to increase accuracy or are you also accepting and dealing with the eventual inaccuracies ...