Search found 35 matches
- Sun Nov 13, 2022 12:18 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 474902
Re: [MOD 0.14] AAI Programmable Vehicles
Something seems to be weird with path options. When I select anything but the default "Pathfinding: Always", it doesn't stick and reverts as soon as I exit the waypoint or path. However, the behaviour always is "Pathfinding: Drive into the nearest building and become stuck there while...
- Tue Oct 04, 2022 3:05 am
- Forum: Releases
- Topic: Version 1.1.69
- Replies: 25
- Views: 21382
Re: Version 1.1.69
Can't you, just for once, update an icon and not draw something completely different?
- Tue Jun 14, 2022 8:23 pm
- Forum: Ideas and Requests For Mods
- Topic: Req: Mod to split the Pipe item into two
- Replies: 5
- Views: 1089
Re: Req: Mod to split the Pipe item into two
I could be wrong, No, that's exactly right. And having a mall to craft pipes (chem plants, refineries) is nice, but there's always the issue of inventory size. I could grab everything in excess before walking 5 minutes to where I need to add 2 chem plants, but just handcrafting them on demand from ...
- Mon Jun 13, 2022 5:48 am
- Forum: Ideas and Requests For Mods
- Topic: Req: Mod to split the Pipe item into two
- Replies: 5
- Views: 1089
Req: Mod to split the Pipe item into two
About every single time I want to place a pipe, I find that all my pipes have just been consumed by crafting the machines I want to connect with them. So I'd be very happy if someone could make a very simple (I hope) mod: The vanilla Pipe item cannot be placed anymore. A new item is added that can b...
- Mon Jun 13, 2022 5:37 am
- Forum: Implemented Suggestions
- Topic: Get Ghost Building From Crafting Tab Using Q
- Replies: 16
- Views: 3836
Make Q on Toolbelt work like left click
I usually use Q to select my items and only go to the toolbelt when there's no matching entity in sight. Which means half the time I press Q on the toolbelt...which does nothing.
- Wed Dec 30, 2020 1:19 am
- Forum: Mod portal Discussion
- Topic: Mod licence issue
- Replies: 5
- Views: 1544
- Wed Dec 30, 2020 12:20 am
- Forum: Mod portal Discussion
- Topic: Mod licence issue
- Replies: 5
- Views: 1544
Mod licence issue
Why does the Mod Portal allow mod authors to publish mods that come with licences that restrict how the player can play the game? I would have expected it to be limited to source code licences and force mods to be governed under the same rules as the main game. There really should be a warning dialo...
- Fri Aug 14, 2020 2:04 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 209
- Views: 88230
Re: Friday Facts #360 - 1.0 is here!
Sadly the main trailer features a bug rather prominently:
At the end, when the rocket flies over the smelters, it is being lit by them.
At the end, when the rocket flies over the smelters, it is being lit by them.
- Fri Jul 17, 2020 10:30 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 47570
Re: Friday Facts #356 - Blueprint library for real
Do we really need that 4-letter-word in a fff? I heard native speakers are quite allergic to those...
- Fri Mar 20, 2020 3:54 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 75803
Re: Friday Facts #339 - Beacon HR + Redesign process
Looks like something the biters would build. Alien. Menacing.
- Mon Feb 24, 2020 9:28 am
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 20036
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
Ok, back to making harder enemies again. Two ways come to mind when I think about making biters more effective without adding some evolved AI. The one would be to have infiltration biters, ones that take into account turret ranges when pathfinding. The other one would be to have biters that target e...
- Fri Feb 21, 2020 3:59 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 20036
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
That has already been severely optimized. The fact it works at all now instead of just locking up the game shows that. Unfortunately that's just a numbers thing; biters moving is slow and will always be slow. There's nothing that can be done about that. Shooting at a massive amount of them causing ...
- Fri Feb 21, 2020 3:11 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 20036
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
While you're optimising things, may I remind you that researching an arty range upgrade is still a great way to have your game grind to a halt? Even placing a new arty 2 roboport ranges forward from your existing arties is enough to take a lengthy coffee break.
- Sat Jan 11, 2020 1:30 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 28263
Re: Friday Facts #329 - Campaign reassessment
You are a bit too fixated on "The One Campaign", I think. There's no reason to not include a number of campaigns, scenarios, teaching maps, and so on. Just put the one you have right now into the "campaigns and scenarios" main menu folder, give it a nice name and description, and...
- Sun Dec 08, 2019 12:14 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 21104
Re: Friday Facts #323 - Animated water
Take a car, and strip it of all what's "unnecessary" for it to be a car. All interior panels, AC, GPS, sound system, whatever is just there for comfort. Is it still a car ? Yes. Would you buy it ? No. Between "works" and "products that is finished, there is a whole world. T...
- Sun Dec 01, 2019 1:05 pm
- Forum: News
- Topic: Friday Facts #323 - Animated water
- Replies: 54
- Views: 21104
Re: Friday Facts #323 - Animated water
This feels so ... unnecessary.
Like most of the .17 changes, tbh.
Like most of the .17 changes, tbh.
- Sun Nov 10, 2019 6:17 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 62542
Re: Friday Facts #320 - Color correction
thumbs down The daylight colors now have to many bright spots that cause your iris to contract. (That's what people mean when they say they're "blinded" by something.) The old scheme has much lower brightness differences and bright spots. That probably doesn't matter in an office environme...
- Fri Oct 04, 2019 11:09 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 27531
Re: Friday Facts #315 - New test servers
Is it just me or is that train in the video not staying exactly in the center of the screen? Especially when driving horizontally the yellow wagon looks like it's jittering a bit.
- Fri May 24, 2019 11:50 pm
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 24137
Re: Friday Facts #296 - All kinds of bugs
However, I never simply do so, because all that does is hide the problem; whatever mistake was being made somewhere is still being made, and who knows what other issues it has caused, is causing, or will cause in the future. Amen. However, I usually add checks there, so I can throw an exception tha...
- Sat Apr 20, 2019 2:56 pm
- Forum: News
- Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
- Replies: 40
- Views: 18409
Re: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
tbh, that new icon for the power posts looks like a mess on the belt in any resolution. The old one has a very defined shape that is easily recognizable in any size above 8px (and at that size you only see colors anyway).