Search found 30 matches

by glee8e
Fri Jun 07, 2024 11:19 am
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 388
Views: 41231

Re: Friday Facts #414 - Spoils of Agriculture

Are those special landfills usable on nauvis?
by glee8e
Fri Apr 19, 2024 1:31 pm
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 53
Views: 9842

Re: Friday Facts #407 - Automating a soundtrack

I wonder if it would improve experience by introducing mutual exclusion, that is some sample/layer/section/state should not be played simultaneously.
by glee8e
Fri Mar 01, 2024 1:10 pm
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 73
Views: 14732

Re: Friday Facts #400 - Chart search and Pins

How about a shortcut/button to immediately clear all pins that are on screen?
by glee8e
Fri Nov 10, 2023 1:02 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 56300

Re: Friday Facts #384 - Combinators 2.0

how about a roundrobin mode? while I don't really know how this can be useful, you certainly cannot miss round robin mode when you have a random mode
by glee8e
Fri Oct 09, 2020 7:32 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 87010

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

Setting the limit via circuit network is explicitly mentioned. As to walking there: I copy/paste what I want to modify to whereever I am, wait for bots to construct, change it, then copy/paste back. This assumes having radar coverage of what I want to change, of course (but I have radar coverage of...
by glee8e
Fri Oct 09, 2020 6:50 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 87010

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

I haven't come up with a practical use of this, but I can't help but ask this one thing: can we set the train limit on station via circuit network? Or, can we set the limit without physically walk to that station?
by glee8e
Thu Jul 30, 2020 2:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.38] Ghost still won't get fully cleared from cursor under certain circumstance
Replies: 1
Views: 2025

[0.18.38] Ghost still won't get fully cleared from cursor under certain circumstance

To reproduce: Assign a buildable that is not present in your inventory to your toolbelt. Pick that buildable (either hotkey or click the gui). This correctly pick the ghost if the config is on. Press Q, or the hotkey of that buildable, or click the gui to drop the ghost. The ghost is removed from yo...
by glee8e
Sat Jul 25, 2020 12:21 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 47321

Re: Friday Facts #357 - Nuke

I just noticed that the nuke explosion sound is not very impressive. Maybe it should be louder, last longer and at least should not go silent before the shockwave go away.
by glee8e
Fri Jun 26, 2020 9:12 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 20957

Re: Friday Facts #353 - Trailer update

Probably the most difficult part of reproducing the main trailer is those pesky boilers... just remind me how I got screwed up when opening the old 0.14 save in 0.15
by glee8e
Fri Jun 19, 2020 1:54 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 41245

Re: Friday Facts #352 - New website

which simply isn't possible to reproduce using CSS (I tried!).
Sounds like nerd sniping
by glee8e
Sun Sep 22, 2019 4:35 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 27139

Re: Friday Facts #313 - Light at the end of the bug tunnel

For some reason I still prefer the original nonrotated grid... Perhaps it is just sort of personal taste. Is it possible to have it being a mod?
by glee8e
Fri Aug 23, 2019 2:57 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 119793

Re: Friday Facts #309 - Controversial opinions

> Blueprint import/export should be a modded feature If you can provide blue print library sync-ing via steam cloud - or factorio cloud (or something) for people who purchased outside steam, I think this is not a thing too bad. > Weapons shouldn't lock on Horrible. No. Please don't. This is not Mine...
by glee8e
Fri May 31, 2019 1:04 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 54831

Re: Friday Facts #297 - New resource icons

Downward facing underground belt exit seems on the wrong layer
glitch.png
glitch.png (53.57 KiB) Viewed 16185 times
by glee8e
Sat May 18, 2019 12:56 am
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 36502

Re: Friday Facts #295 - New design for the chemical plant

Looks a bit too bright if you place it next to oil refinery, among others, but will definitely look better when placed over desert. May be a bit werid when placed on concrete/brick tile though. Btw, a big thank you for your continuous focus on bug fixing! If only every game developer would have such...
by glee8e
Wed May 08, 2019 7:55 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1301344

Re: Bugs & FAQ

The localisation for the alternative recipe for carbon manufacturing seems missing...
20190509035413_1.jpg
20190509035413_1.jpg (503.34 KiB) Viewed 6489 times
by glee8e
Fri May 03, 2019 4:35 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 58497

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

So I guess there will (hopefully) be no 0.19?
by glee8e
Sat Apr 06, 2019 2:29 am
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 24862

Re: Version 0.17.25

Time to add some integration tests with mods? I don't mean Wube is responsible for broken mods, but at least lets say there should be something to ensure a bugfix/balance change does not make every mod user cry. This is experimental branch, we all are integration testers :lol: Integration tester ty...
by glee8e
Fri Apr 05, 2019 6:13 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 24862

Re: Version 0.17.25

Time to add some integration tests with mods? I don't mean Wube is responsible for broken mods, but at least lets say there should be something to ensure a bugfix/balance change does not make every mod user cry.
by glee8e
Sat Mar 23, 2019 1:20 pm
Forum: Ideas and Suggestions
Topic: [0.17] Reorganize Research Queue
Replies: 41
Views: 12402

Re: [0.17] Reorganize Research Queue

+1
I see you guys already implemented drag and drop in rail guis, so I guess you have already got the fundations up running? Time to apply that to research queue too!
by glee8e
Fri Mar 22, 2019 4:13 pm
Forum: News
Topic: Friday Facts #287 - Just bugs again
Replies: 26
Views: 18638

Re: Friday Facts #287 - Just bugs again

For some reason every pic/webm went 404. Is it my local ISP blocking stuff? Anyone else with same problem?

EDIT: it's gone. Refresh do the trick. Perhaps I came too earliy that cdn didn't fetch stuff properly yet.

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