Search found 17 matches
- Tue Mar 17, 2020 4:21 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 28053
Re: Version 0.18.13
Opening character GUI now tanks the frame-rate. That's the only change that I've noticed.
- Tue Feb 25, 2020 3:49 pm
- Forum: Releases
- Topic: Version 0.18.9
- Replies: 21
- Views: 17713
Re: Version 0.18.9
Did something change about sound? I don't remember there being this much bass when placing, nor do I remember having to zoom out the camera to stop my ears from hurting.
- Fri Nov 08, 2019 3:42 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 81784
Re: Friday Facts #320 - Color correction
The orange is burning my eyes, not a fan; I don't think one should be required to wear sunglasses to play the game.
- Fri Jul 19, 2019 5:10 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 233303
Re: Friday Facts #304 - Small bugs; Big changes
On the oil change: The refinery now looks weird with new basic processing, it looks impractically big. It would be better to have 2 refineries: a basic one and advanced one. The former should be small and it should have a flare stack, while an advanced one shouldn't have a flare stack, but otherwise...
- Mon Jul 15, 2019 3:02 am
- Forum: Modding interface requests
- Topic: Make rail track intersection detector consider collision masks
- Replies: 6
- Views: 2674
Re: Make rail track intersection detector consider collision masks
I'm not talking about masks being changed in the middle of the game, I'm talking about different kinds of tracks that have different non-intersecting collision masks. Dynamic masks feature would be useful for making locos not hit the player while in the tunnel, but that's not necessary and not enoug...
- Sun Jul 14, 2019 5:04 pm
- Forum: Modding interface requests
- Topic: Make rail track intersection detector consider collision masks
- Replies: 6
- Views: 2674
Make rail track intersection detector consider collision masks
A while back I was experimenting with the idea of train tunnels using invisible tracks that phase through everything to allow the pathfinder to "see" through the tunnel, for this I made the "tunnel" tracks use a special collision mask. It worked fine with everything except other ...
- Mon Jun 10, 2019 5:29 pm
- Forum: Modding discussion
- Topic: Unable to query for ghosts of stone bricks in an area
- Replies: 4
- Views: 1769
Re: Unable to query for ghosts of stone bricks in an area
Huh, is this a relic of a past design process? Surely the tile and the item should be named the same, to avoid confusion with mods like Closest First that rely on the consistency between the name of the entity and the item. Especially considering that stone path seems to be the odd one out: all of t...
- Mon Jun 10, 2019 5:06 pm
- Forum: Modding discussion
- Topic: Unable to query for ghosts of stone bricks in an area
- Replies: 4
- Views: 1769
Unable to query for ghosts of stone bricks in an area
I'm using the following script to look for ghosts of stone bricks and concrete around the player; it has no issues finding concrete ghosts, but not stone bricks. local surface = game.player.surface local pos=game.player.position local size = 10 local entities = surface.find_entities({{pos.x-size, po...
- Tue Apr 09, 2019 9:30 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 28969
Re: [MOD 0.16.x] NiceFill
It looks like current approach to landfill by generating a chunk with world settings that feature no water causes the landfill to not be aware of beaches: I want to extend the beach into water, but it puts down grass instead of sand.
- Tue Mar 05, 2019 8:14 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Options for using something closer 0.16.x UI
- Replies: 11
- Views: 2740
Re: [0.17.4] Options for using something closer 0.16.x UI
I'll throw in my 2 cents. The new quickbar is based around the idea of organizing a bunch of shortcut sets to be used in various situations, kind of similar to pipeline objects in Vulkan. Unfortunately, there cannot be enough bars for every situation, which is why a rearrangement of existing quick b...
- Fri Mar 01, 2019 3:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
- Replies: 9
- Views: 7287
Re: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
At the very least there should be a clear indication what kind of shortcut the player is dealing with, maybe a tool tip.
- Fri Mar 01, 2019 3:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
- Replies: 9
- Views: 7287
Re: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
OK, after some testing I may have found the problem: if I put the planner onto the quickbar by clicking on the cell with planner in hand, then everything works fine, note that when I do this there is no number indicating the quantity of planners inside the inventory. However, if I middle-click on th...
- Fri Mar 01, 2019 9:05 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
- Replies: 9
- Views: 7287
[Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
I can open Deconstruction Planner GUI from my inventory screen, I can open blueprint GUI from quickbar, but I can't do the latter for the decon planner. Right-clicking on the planner simply puts it into a cursor. EDIT: I also can't clear filters off decon planner from quickbar. EDIT2: Actually I can...
- Thu Feb 28, 2019 8:03 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 171498
Re: [MOD 0.16] Miniloader
reapersms, I, turns out, had a similar issue with Flare Stack generating recipes in a bad way. Sorry for bothering anyone here.
- Wed Feb 27, 2019 6:46 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 171498
Re: [MOD 0.16] Miniloader
1.7.2 here, the issue still persists, atlas caching on/off doesn't seem to effect it. The error message is: Failed to load mods: The given sprite rectangle (left_top=0x0, right_bottom=32x32) is outside the actual sprite size (left_top=0x0, right_bottom=1x1). Sprite name: __core__/graphics/entity/emp...
- Wed Feb 27, 2019 12:37 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 171498
Re: [MOD 0.16] Miniloader
1.7.1 here, the issue persists but in a weird way: the game doesn't have any issues loading any mods until another one is added and after a restart the game demands a whole bunch of mods to be disabled. Re-enabling them one 1 by 1 works, until a certain number of them are enabled and then the story ...
- Sat Dec 29, 2018 9:31 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 170089
Re: Friday Facts #275 - 0.17 Science changes
featherwinglove , quit acting like you represent entire audience, I'm a part of the latter, but, as far as I am concerned, Wube only improved the connection between the game and me. For me, there were no problematic changes FFF#266 whatsoever as they all go well with my play-style that still uses a...