Search found 31 matches
- Fri Aug 23, 2024 11:34 am
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 22519
Re: Friday Facts #425 - Behind the legs
I actually kinda prefer the old animation to stay. the old spidertron animation is slighly less natural and looks like a mechanical beast, especially when its legs often stretch into very unnatrual length. This behavior constantly reminds you that this is but a game and can really help to alleviate ...
- Fri Jun 07, 2024 11:19 am
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 89690
Re: Friday Facts #414 - Spoils of Agriculture
Are those special landfills usable on nauvis?
- Fri Apr 19, 2024 1:31 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 16458
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.
- Fri Mar 01, 2024 1:10 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 22716
Re: Friday Facts #400 - Chart search and Pins
How about a shortcut/button to immediately clear all pins that are on screen?
- Fri Nov 10, 2023 1:02 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 97015
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
- Fri Oct 09, 2020 7:32 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 100137
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 ...
- Fri Oct 09, 2020 6:50 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 100137
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?
- 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: 2385
[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 ...
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 ...
- Sat Jul 25, 2020 12:21 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 53542
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.
- Fri Jun 26, 2020 9:12 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 23605
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
- Fri Jun 19, 2020 1:54 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 47707
Re: Friday Facts #352 - New website
Sounds like nerd snipingwhich simply isn't possible to reproduce using CSS (I tried!).
- Sun Sep 22, 2019 4:35 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 30678
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?
- Fri Aug 23, 2019 2:57 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 160620
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 ...
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 ...
- Fri May 31, 2019 1:04 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 62527
Re: Friday Facts #297 - New resource icons
Downward facing underground belt exit seems on the wrong layer
- Sat May 18, 2019 12:56 am
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 41301
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 ...
Btw, a big thank you for your continuous focus on bug fixing! If only every game developer would have ...
- Wed May 08, 2019 7:55 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1589308
Re: Bugs & FAQ
The localisation for the alternative recipe for carbon manufacturing seems missing...
- Fri May 03, 2019 4:35 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 69532
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
So I guess there will (hopefully) be no 0.19?
- Sat Apr 06, 2019 2:29 am
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 27366
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 ...
- Fri Apr 05, 2019 6:13 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 27366
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.
- Sat Mar 23, 2019 1:20 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Reorganize Research Queue
- Replies: 43
- Views: 15052
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!
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!