Search found 15 matches

by Panderturtle
Tue Mar 12, 2019 8:39 pm
Forum: Releases
Topic: Version 0.17.10
Replies: 18
Views: 9294

Re: Version 0.17.10

"Make Blueprint", "Make Blueprint Book", "Make Deconstruction Planner", "Make Upgrade Planner", "Toggle Personal Roboport", and "Toggle Exoskeleton" functions are now accessible via keyboard shortcuts. The shortcut for "Make Blueprint" is set unfortunate. ALT+B opens the symbolstrip of windows. I k...
by Panderturtle
Sun Feb 24, 2019 9:01 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 74307

Re: Friday Facts #283 - Prepare to Launch

Is there a counter for official release time? Nope. The most exact time to count down to would be “probably next week”, so I guess you could say in a couple of hours, depending on time zone? Anything beyond that would be pure speculation. I expect it to be wednesday, since the last update was relea...
by Panderturtle
Sat Feb 02, 2019 9:44 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 29903

Re: Friday Facts #280 - Visual Feedback is the king

These are fantastic additions for factories with lots of trains! Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory) :D Isn't that the...
by Panderturtle
Fri Dec 28, 2018 2:37 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 44660

Re: Friday Facts #275 - 0.17 Science changes

24 seconds for "chemical science pack"s are too much. Considering you get 3 out of "Production science pack"s and "Utility science pack"s and both only take 21 seconds. I think you should reduce it at least by 4 seconds, but it's only my opinion.
by Panderturtle
Fri Nov 30, 2018 3:38 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 15461

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

I mean, the poster does not represent actual gameplay that makes sense, but this should propably be fixed:
(the cut off inserster "hand")
by Panderturtle
Mon Oct 15, 2018 3:23 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 14196

Re: Friday Facts #264 - Texture streaming

You said:
~0.1ms on GeForce GTX 1060.
but then wrote:
Anyway, a GTX 1060 renders a game scene like this in 1080p in 1ms. That's fast, but it means in 4K it would take 4ms
But would it not mean, that it takes 0.4 ms for a 4K game scene? Or did I miss understand it?
by Panderturtle
Tue May 22, 2018 8:45 pm
Forum: Releases
Topic: Version 0.16.45
Replies: 12
Views: 10097

Re: Version 0.16.45

I couldnt update to the newest version 0.16.45.
Message:
'Download failed (HTTP status code 404)'
EDIT: Updated to the newest version worked.
by Panderturtle
Sat Apr 14, 2018 8:25 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 21649

Re: Friday Facts #238 - The GUI update (Part II)

The standard grey GUI looks way better then a with rost or mettal designed one. As well it brings up the neutrality of the game and a smooth look.
by Panderturtle
Fri Mar 30, 2018 8:08 pm
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 20467

Re: Friday Facts #236 - Building a rollup

This is art!

Personally, I would never be able to build such master piece of engeneering. Just to manage this rather chaos is incredible.
I would like to be able to build a factory like this, eventhough I think I will never be.

Great work V435000!
by Panderturtle
Wed Feb 28, 2018 7:20 pm
Forum: Releases
Topic: Version 0.16.27
Replies: 51
Views: 22107

Re: Version 0.16.27

New concrete is always good, designing an making the factory more realistic. And it looks more realtistic then the normal one.
#
by Panderturtle
Fri Feb 16, 2018 10:29 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 22157

Re: Friday Facts #230 - Engine modernisation

Nice work, new engine seems always to be a good thing.
by Panderturtle
Fri Jan 05, 2018 8:21 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 109530

Re: Friday Facts #224 - Bots versus belts

I always build my bases without Bots (except of delivering the Player and building up the factory), just because, like you mentioned, belts are more interesting and look and feel like a real factory. Your idea about taking out the logisticbots is, from my point, a good one. As well I think that it w...
by Panderturtle
Sat Dec 23, 2017 3:59 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 22132

Re: Friday Facts #222 - Christmas avalanche

Bugfixes are going well, nice to hear.
And, oh dear, bring back the belt-compression!

Take your time, deserve it!
Merry christmas and a happy new year!
by Panderturtle
Thu Dec 14, 2017 1:13 pm
Forum: Not a bug
Topic: [16.0] Small cracks with water (river) can be walked on
Replies: 3
Views: 506

Re: [16.0] Small cracks with water (river) can be walked on

Yes, the second map have i made. Even though it won't happen on a Computer generated map, it's a cool feature.
by Panderturtle
Wed Dec 13, 2017 3:04 pm
Forum: Not a bug
Topic: [16.0] Small cracks with water (river) can be walked on
Replies: 3
Views: 506

[16.0] Small cracks with water (river) can be walked on

I found a bug, related to the new water coast mechanics. If you load an old 0.15.x map (has been tested on a map generated in 0.16.x) and have a one tile big water, you can walk over it. If this is for reason, sorry for interupting. Comment : I think it is on purpose, like the motto "jumping/walking...

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