Search found 43 matches

by Filter62
Fri Oct 30, 2020 12:15 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 138
Views: 20412

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

Oh god, so many little things I dreamed of, you're really best developers in my book. :mrgreen:
by Filter62
Fri Oct 09, 2020 12:29 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 23110

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Well, you're right, I didn't knew I needed train limit, now I do need it)))
by Filter62
Tue Aug 18, 2020 1:31 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 127
Views: 58824

Re: Version 1.0.0

Zavian wrote:
Tue Aug 18, 2020 1:04 pm
I also thought it would be cool to teach spidertron to mount and ride on top of a locomotive/cargo wagon, so i don't need to pick it up if I want to travel a long distance.
Yes please! :mrgreen:
by Filter62
Sat Aug 15, 2020 8:23 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 127
Views: 58824

Re: Version 1.0.0

would like to see remote way to replenish it's inventory, I like the idea of logistics network (request/trash), and thanks for all your hard work! :mrgreen: https://mods.factorio.com/mod/EquipmentGridLogisticModule Trashes non-filtered, requests filtered slots. If you insert the module in the grid....
by Filter62
Sat Aug 15, 2020 6:57 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 127
Views: 58824

Re: Version 1.0.0

Okay some suggestions: As said before Wube logo stand out too much on loading screen, and spidertron needs some tuning, four rocket launchers is cool and all, but would like to see ability to change weapons on it (Guns, flamethrower?) would like to see remote way to replenish it's inventory, I like ...
by Filter62
Fri Aug 14, 2020 11:25 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 31975

Re: Friday Facts #360 - 1.0 is here!

Thanks for all your hard work! I really aprecciate everything you did for us, you really created something special here! Thanks again, and good luck in your future beginnings! :D
by Filter62
Wed Aug 12, 2020 8:25 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 33963

Re: Friday Facts #359 - Crash site: The beginning

Dima77 wrote:
Wed Aug 12, 2020 5:00 am
The drill looks better... But compared to the previous version, it is worse to see whether it works or not.
Don't know why you thinks so, but it's practically the same, colored indicator is still there.
by Filter62
Mon Aug 10, 2020 8:46 pm
Forum: Won't fix.
Topic: [0.18.46] Upper part of electric mining drill drawn above character
Replies: 1
Views: 247

[0.18.46] Upper part of electric mining drill drawn above character

Running into upper part of drill drawn over character. And I think that gap between drills still can be misleading.
by Filter62
Fri Jul 31, 2020 1:07 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 8370

Re: Friday Facts #358 - Alien decoratives & Polluted water

I think brown water would be better, green is kinda ugly too much)
by Filter62
Sat Jun 13, 2020 12:20 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 18650

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Wonderful ideas and I look forward to both. May the devs forgive me, but I have to ask: 1. Can the pipe flushing be automatic when pipes are disconnected from all fluid sources (such as Offshore Pumps, Refineries, Chemical Plants, and Fluid Tanks)? 2. Can pipe flushing be conditionally circuited? 3...
by Filter62
Sat Jun 13, 2020 6:34 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 18650

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Well, that's better design. One but though, I prefer to have alt-mode (Modules not always visible without it), and I never want to use mods (It's personal, I prefer to play games as they were intended to be played) :mrgreen:
by Filter62
Fri Feb 14, 2020 8:17 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 10311

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

raidho36 wrote:
Fri Feb 14, 2020 6:58 pm
Should add explosions when dead drones crash land, to mask the abrupt transition from live graphics to dead graphics.
I agree here! :D
by Filter62
Fri Feb 07, 2020 5:23 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 8358

Re: Friday Facts #333 - Terrain scrolling

That's why I respect you guys and believe you will do everything right! Keep up the good work. :mrgreen:
by Filter62
Sun Feb 02, 2020 5:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
Replies: 4
Views: 922

Re: [0.18.3] Animation bug - Train cars not closing if connected when train moving.

someone1337 wrote:
Sun Feb 02, 2020 4:59 pm
Why is this even possible? Dont trains switch to manual mode, if they are modified like this?
Well it IS in manual mode, I was driving it)
by Filter62
Sat Feb 01, 2020 4:55 pm
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 13976

Re: Version 0.18.3

Train sounds now kinda meh (Not good, not bad), but at least it's not electric train anymore) Belts is better, I can tolerate them now. Belt sounds wasn't pleasant to begin with, I mean pre 0.18 version, so I guess there's some work about it that has to be done.
by Filter62
Fri Jan 31, 2020 10:32 am
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 13976

Re: Version 0.18.3

Since 0.18.2, whenever a player is killed by biters, they continue playing their new sound on loop (which starts to overlap and get distorted) for the full ten seconds of the respawn countdown, even on single-player when there's nothing else around. I'm not sure if that's intentional, but it's odd ...
by Filter62
Thu Jan 30, 2020 9:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
Replies: 4
Views: 922

[0.18.3] Animation bug - Train cars not closing if connected when train moving.

I noticed that train cars have wrong animation if they were connected to moving train, bug fixes itself after train stops. On turns cars appear closed, but when train goes straight, they're still open. I captured bug on video, so there's more details on how it looks: https://www.youtube.com/watch?v=...
by Filter62
Thu Jan 30, 2020 8:54 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.18.2] bot sound loops itself
Replies: 4
Views: 975

Re: [0.18.2] bot sound loops itself

Sounds like the volumes for those are just way too loud (most things have a cycling sound) or there's no cooldown... or it isn't respected. A temporary workaround would be to lower the volume in the entity prototypes. (I think I want to do that for the research completed sound, I thought there was ...
by Filter62
Wed Jan 29, 2020 7:15 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.18.2] bot sound loops itself
Replies: 4
Views: 975

Re: [0.18.2] bot sound loops itself

I have something similar with biters... =/

Whenever I'm close to biters nest, biter sounds loop itself, it can be around three biter sounds looping at the same time, it's pretty bad.

https://www.youtube.com/watch?v=eKi-Qop ... e=youtu.be
by Filter62
Wed Jan 29, 2020 1:16 pm
Forum: Releases
Topic: Version 0.18.2
Replies: 61
Views: 14263

Re: Version 0.18.2

New belt sounds is awful (Only yellow is fine), I hope they do something about them. (At least make them quieter or something) They're drilling into my ears, really reminds about dentist :shock: I don't like them too much ヽ(゚Д゚)ノ. And train sound is more like a toy now, doesn't feel like heavy train...

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