Search found 47 matches

by Meddleman
Thu Dec 14, 2023 6:01 am
Forum: Duplicates
Topic: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
Replies: 2
Views: 339

Re: [1.1.100] Crash after confirming "999..." input in CC Signal Value field

Duplicate indeed, my bad, should've searched better. πŸ˜…

Many thanks regardless.
by Meddleman
Wed Dec 13, 2023 11:42 pm
Forum: Duplicates
Topic: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
Replies: 2
Views: 339

[1.1.100] Crash after confirming "999..." input in CC Signal Value field

[1.1.100] Crash after confirming "999..." input in CC Signal Value field Description Pedantics aside, for simplicity I will refer to the upper-/lower-bound/overflow-integer as MAXINT or -MAXINT depending on its sign. Failing there for being a simpler way to input exactly MAXINT or -MAXINT...
by Meddleman
Sun Nov 01, 2020 3:15 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 77559

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Per the menu backgrounds, I have two kinda broad-ish questions: 1. We'd like the main menu background to be a real animated simulation of the game, similar to what Transport Tycoon or Rollercoaster Tycoon games have. The FFF shows a sort of abrupt change from scene to scene, without even a fade or s...
by Meddleman
Fri Jun 26, 2020 6:58 pm
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 20407

Re: Version 0.18.34

Oof, my bad. Completely misunderstood the implementation :D
by Meddleman
Fri Jun 26, 2020 6:48 pm
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 20407

Re: Version 0.18.34

Running 18.34 here, on latest beta in Steam.
The Flat GUI for Character/Logistics tabs isn't really implemented. This is running on a pre-18.34 save, so it might have to do with that. No mods.

Video is only 1.88MB in size, so its fairly mobile data friendly.
FlatGUI Not Really Implemented.mp4
(1.89 MiB) Downloaded 320 times
by Meddleman
Thu Jan 02, 2020 4:03 pm
Forum: Minor issues
Topic: [0.17.79] Overlapping electric networks can cause increased power draw
Replies: 6
Views: 3324

Re: [?] Overlapping electric networks can cause increased power draw

What version of the game is that? 17.79, Steam is set to "17.x Latest 0.17 Experimental".... yikes, forgot that in the title. EDIT: Thanks for the thread cleanup, my bad, that I gotta work on. A certain image was out of order, namely the mouse-over of an un-accu'd turbine network, which I...
by Meddleman
Thu Jan 02, 2020 2:10 pm
Forum: Minor issues
Topic: [0.17.79] Overlapping electric networks can cause increased power draw
Replies: 6
Views: 3324

[0.17.79] Overlapping electric networks can cause increased power draw

So quite the wordy title, I wasn't sure how to formulate it concisively. tl;dr - An electrical consumer, ie. a lamp, connected to multiple seperate electric networks (by means of coverage-overlap) will multiply the effective draw from an electrical supply, ie. turbine according the number of electri...
by Meddleman
Mon Aug 20, 2018 1:29 pm
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 22
Views: 7718

"Each" Signal Choice as Stack Size Control Signal

TL;DR Please add the "Each" signal choice as a Stack Size Control Signal to Inserters to allow more finely tuned control. What ? Are there plans to add the "Any", "Every", or preferably the "Each" signal choice as the Control Signal to Inserters when overridi...
by Meddleman
Fri Jul 27, 2018 4:26 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 31694

Re: Friday Facts #253 - Fans & Fun

D'aww, and here I was hoping that damaged walls would also be shown as cracked and degraded Γ‘ la Age of Empires, not just the little health bar. Can't have everything I guess, although I'm sure someone's gonna work on a mod for it. Once again, nice work, it all looks so crisp and professionally done...
by Meddleman
Fri Jul 13, 2018 3:30 pm
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 35219

Re: Friday Facts #251 - A Fistful of Frames

And I was wondering what the hell I should do on my August holidays. Thanks for giving me a good excuse to visit Prague! If anyone wants to meet up for a few beers and a LAN session I'm more than happy to tag along. Question for the devs, will these computers have 0.17 on them? Or the current 0.16 s...
by Meddleman
Sat Jun 23, 2018 7:41 am
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 32201

Re: Friday Facts #248 - Not Saturday Facts

Twinsen wrote: Oh, and our coding always goes as planned without any problems.
Still, got a nice smooth 60fps there, so we got that going for 0.17, which is nice I guess. ^^
by Meddleman
Sat Jun 16, 2018 12:18 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 61007

Re: Friday Facts #247 - Pricing and its exploits

Wow, that trailer for Satisfactory is pretty nice. Kudos to Wube for highlighting it despite it becoming a potential competitor; I might have never come across it otherwise. Reminds me a little of ARK: Survival with a little NMS thrown in. Well, everything NMS tried to pack into the base-building as...
by Meddleman
Fri Jun 15, 2018 3:05 pm
Forum: Releases
Topic: Version 0.16.51
Replies: 121
Views: 94069

Re: Version 0.16.51

FactorioBot wrote:Graphics
  • Changed the battery item icon to be more consistent with the technology icon.
I wonder if this is code for "Duracell sent us a nasty passive-aggressive Cease & Desist letter to stop using their battery livery/logo/signamancy."
by Meddleman
Sun May 27, 2018 9:24 pm
Forum: Ideas and Suggestions
Topic: Iron Chests, An Idea for Conversion and Re-Use
Replies: 50
Views: 17042

Re: Iron Chests, An Idea for Conversion and Re-Use

I got it. Reduce the Cargo-Wagon iron usage in the recipe to 16, add in 1 Iron Chest, total iron raw becomes 44, recipe kiiiinda makes a little sense since ie. the fluid-wagon needs a fluid-tank as well as its other raws. :P

Oooor not. I dunno, just chucking suggestions into the air.
by Meddleman
Tue May 22, 2018 5:12 pm
Forum: Releases
Topic: Version 0.16.44
Replies: 11
Views: 11989

Re: Version 0.16.44

>when the fix for your discovered bug gets featured.
happy-01.jpg
happy-01.jpg (333.22 KiB) Viewed 10928 times
Again thanks to all devs for their quick work. ;)
by Meddleman
Mon May 21, 2018 10:16 pm
Forum: Ideas and Suggestions
Topic: Iron Chests, An Idea for Conversion and Re-Use
Replies: 50
Views: 17042

Re: Iron Chests, An Idea for Conversion and Re-Use

The solution is to minimize the gameplay-time with iron-chest usage. Use wooden ones until no longer feasible, then burn. Use steel chests afterward, and then collect and convert into logistic chests. Adding a recipe or amending current ones to nullify all "dead-end" recipes reduces the ga...
by Meddleman
Fri May 18, 2018 6:58 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.43] Destroying cliffs with the help of ghosts
Replies: 5
Views: 4383

Re: Destroying cliffs with the help of ghosts v0.16.43

>create a several chunk x several chunk sized concrete blueprint
>throw one cliff explosives
Problems gone for a while ^^
by Meddleman
Wed May 16, 2018 11:09 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 365275

Re: Friday Facts #225 - Bots versus belts (part 2)

Lock the thread while you're at it.

50 pages is... I'd say enough.
by Meddleman
Mon May 14, 2018 9:01 pm
Forum: Ideas and Suggestions
Topic: Circuit Network Information 2.0 - Open Your World
Replies: 8
Views: 5652

Circuit Network Information 2.0 - Open Your World

Is there any major reason why many of the late-game advanced buildings do not allow connection to a circuit network , even if just to measure or read their contents , essentially sending the same content information into circuit wires which I see in my sidebar-window when I hover over said building...
by Meddleman
Mon May 14, 2018 7:36 pm
Forum: Ideas and Suggestions
Topic: Filters in Fluid Wagons & Pumps
Replies: 4
Views: 2788

Re: Filters in Fluid Wagons & Pumps

I've personally had this problem, and been able to get around this by using an arithmetic & decider combinator to detect if the pump is mathematically empty (IF -> ANYTHING multiplied by 10 is NOT EQUAL to 0) once a train has left the station, and if it this is True (as in not equal to 0), a &qu...

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