Search found 7 matches

by TwoD
Fri May 01, 2020 11:15 am
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 21183

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...
by TwoD
Fri Oct 25, 2019 1:42 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46840

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...
by TwoD
Fri Oct 27, 2017 4:04 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66368

Re: Friday Facts #214 - Concrete rendering

Proxy wrote: I still want a way to decorate my base with pixel arts without them blending together.
Just scale everything up and zoom out. ;)
by TwoD
Fri Oct 27, 2017 4:02 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66368

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...
by TwoD
Fri Sep 01, 2017 9:20 pm
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 39743

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 ...
by TwoD
Fri May 26, 2017 8:59 am
Forum: Resolved Problems and Bugs
Topic: Inserter facing up/north slower than other directions
Replies: 38
Views: 39011

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...
by TwoD
Thu May 25, 2017 10:47 pm
Forum: Resolved Problems and Bugs
Topic: Inserter facing up/north slower than other directions
Replies: 38
Views: 39011

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 ...

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