Search found 30 matches

by Quarnozian
Fri May 29, 2020 1:49 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 10897

Re: Friday Facts #349 - The 1.0 plan

Saving: Old = 285.429s New = 2.847s That is an insane speed improvement. :shock: Also, that old save time is absolutely ridiculous. Almost 5 minutes to save?? I don't think I've ever had a map go over 30s before. --- The Prototype GUI seems like an incredible asset to provide the modding community....
by Quarnozian
Fri May 01, 2020 3:01 pm
Forum: News
Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Replies: 48
Views: 6492

Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle

Looks like I'm not the only one that wants a slight delay to be added to the shell casing ejection. 8-) As for the pathing, that looks great, but my only concern whether they stay as a group when they change to attack mode. Hopefully they act as individuals when attacking so the unobstructed ones ca...
by Quarnozian
Fri Mar 20, 2020 6:34 am
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 8764

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

Wish we had something more like this... https://i.imgur.com/xQUHvRG.png The scale of the chart is determined by the max output of all power production (Steam Engines + Steam Turbines + Solar Panels + Accumulators) and the max consumption if every single entity was at absolute peak power usage (exclu...
by Quarnozian
Fri Jan 24, 2020 8:57 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 23998

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

Campaign cancelled - V453000 What if the "campaign" took place within a specific freeplay world (A specific seed, instead of randomly generated), and basically acted like a tutorial? Player could start next to their crash site with Compilatron, and the collapsed remains of previous bases would be s...
by Quarnozian
Sat Jan 18, 2020 3:09 am
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 12259

Re: Friday Facts #330 - Main menu and File Share Shenanigans

I'd love the Continue to be like a category, and have two buttons. One for Singleplayer, and one for Multiplayer. Just buy a Synology (a + model). It's great! Really. :) Do Not. GamersNexus went through the exact same scenario as Wube did, with the only difference being they were using Synology equi...
by Quarnozian
Fri Jan 03, 2020 9:52 pm
Forum: News
Topic: Friday Facts #328 - 2019 recap
Replies: 20
Views: 6234

Re: Friday Facts #328 - 2019 recap

I hope the whole team had a nice vacation. Definitely deserved some time off. You've been working like maniacs all year long. ;)
by Quarnozian
Fri Nov 29, 2019 10:41 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 9032

Re: Friday Facts #323 - Animated water

Hmmm...... Imagines reservoirs of Oil that have leaked up to the surface, rivers of Lava winding through the terrain, and churning pools of Acid nearby. Awesome!!. And, and... since we are talking environment how about dust storms in the desert, or dust devils... .... rain (wake up your inner pluvi...
by Quarnozian
Fri Nov 15, 2019 7:19 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 13683

Re: Friday Facts #321 - Countdown

"from the perspective of a new player, the things we are working on now are mainly nitpicks." Ah, yes... the curse of being an indie developer. The ability to nitpick, at the cost of pushing back the release date. ;) I still chuckle a little at all the nonsensical factory arrangement on the cover ar...
by Quarnozian
Fri Nov 08, 2019 8:37 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 24709

Re: Friday Facts #320 - Color correction

The results look pretty good on my IPS panel. I was worried when you said "brighter" at first, because I immediately thought of my TN panel, which makes bright colors look unnaturally fluorescent for some dumb reason... even after calibration. Still looks terrible on my TN panel... but everything lo...
by Quarnozian
Fri Oct 25, 2019 6:52 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 15483

Re: Friday Facts #318 - New Tooltips

Bot Tile Batching - Add Belts? Eventually I get to the point where I need more throughput on my belt bus, so I use the upgrade planner and just sweep it across the whole thing..... Then I go have a nice home cooked meal as every construction bot in the base repeatedly: Flies to the chest Picks up a ...
by Quarnozian
Fri Sep 13, 2019 12:36 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 24369

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Request for locked pipes... If there's no fluid in the pipe there should be an indication that it's empty. For example, with the ALT info on there's a fluid icon on the pipe that has a black background. What if empty pipes had a red background instead? This way when placing hundreds of underground p...
by Quarnozian
Fri Aug 23, 2019 7:30 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 32586

Re: Friday Facts #309 - Controversial opinions

Inserters should not chase items I actually made a video specifically testing possible train loading problems to highlight the issue with inserters hunting for items. If you only watch the bottom right two loading stations (Both with stack inserters), you'll see that when the stack inserters are on...
by Quarnozian
Fri Jun 14, 2019 9:12 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 11606

Re: Friday Facts #299 - Everything is more complex than expected

Failsafe, and bug-finding condition... When a train comes to a complete stop (anywhere for a manual train, only at a train stop for automatic trains), all blocks reserved by that train are un-reserved except for the blocks the train currently occupies. If the number of released blocks is greater tha...
by Quarnozian
Fri Jun 07, 2019 7:17 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 13562

Re: Friday Facts #298 - Demo upgrade for Stable

Now that Loaders are gone, we needed a new 1x1 Consumer entity which the player must use inserters to fill. What about a delivery drone? Give it input slots like the ones in assemblers, where it can stack as many items as needed. (for example, concrete stacks to 100, but the assembler can stack it ...
by Quarnozian
Fri May 31, 2019 6:43 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 20565

Re: Friday Facts #297 - New resource icons

- Inserters are now smarter - Twinsen THANK YOU! That was driving me insane. I actually had to do experiments a few months ago to find out what was causing that problem. The method I was using worked in every instance except if the belt was moving West, and the inserter grabbing the items was on th...
by Quarnozian
Fri May 24, 2019 8:17 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 11362

Re: Friday Facts #296 - All kinds of bugs

- Cars/Tanks remember their color Nice. Not a huge deal, but nice QoL addition. - Performance: It's never what you think it is That's going to be an amazing change to megabases with massive train networks. 8-) - Crashing on dereferencing null? Add a null check the mod API didn't prevent mods from do...
by Quarnozian
Fri May 17, 2019 6:40 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 15049

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

Looks fantastic. Good work design team. :)
Basically every rotation is like a new entity that tries to look like its other rotations, but somehow rotated (!?).
Hahaha... I get what you're saying, but that was a hilarious way to say it. :lol:
by Quarnozian
Fri Apr 12, 2019 7:42 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 14216

Re: Friday Facts #290 - Rail building changes & High-res icons

the ghost building without obstacle deconstruction is not available anymore :( I loved being able to start at the base, end at the outpost, and not destroy a single tree. Farewell beautiful untouched forests. The ghost rail planner tries to blow up the cliffs even if the cliff explosives technology...
by Quarnozian
Fri Apr 12, 2019 7:24 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
Replies: 13
Views: 11593

Re: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement

This removed the possibility to do ghost-rail-building without the remove-obstacles Oh no. :( I love being able to squeeze through and around forests without destroying trees... or being able to begin a rail placement at the main base, and just drag the entire thing across the map and finishing in ...
by Quarnozian
Fri Apr 05, 2019 7:24 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 21632

Re: Friday Facts #289 - Character GUI

There could be one more color for when robots are on the way, but there isn't enough in the logistic network, as when you request something that is just being slowly produced, you will have always one robot coming with the freshly created product, but it would take a long time until there is produc...

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