Search found 29 matches

by Mathematician
Sat Oct 31, 2020 10:32 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 52071

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Placing poles by dragging is what I needed in a long time. :thumb_up:
by Mathematician
Sat Aug 15, 2020 6:54 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1528
Views: 315825

Re: Simple Questions and Short Answers

What's the syntax for using virtual signals (colors and letters) in rich text? I see that '[virtual-signal=...]' is properly highlighted but I can't manage to get the rest correct.
by Mathematician
Sat Jun 27, 2020 8:02 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 561
Views: 215272

Re: Thank you (Make the dev-team happy today!)

Rocket on website. I thank.
by Mathematician
Tue May 12, 2020 2:05 pm
Forum: Releases
Topic: Version 0.18.24
Replies: 39
Views: 15170

Re: Version 0.18.24

by Mathematician
Fri Jan 17, 2020 4:50 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 24113

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

Gergely wrote: ↑
Fri Jan 17, 2020 4:32 pm
If we are talking about the main menu, you should make it's background [...] load a factory as a background
Yep! Put the image of the last save as background. How perfect smooth transition into game after hitting "continue" :arrow: button would it be...
by Mathematician
Thu Jul 25, 2019 11:21 am
Forum: Implemented Suggestions
Topic: More than 12 shortcuts
Replies: 9
Views: 2435

More than 12 shortcuts

TL;DR Allow for more than 12 shortcuts to be showed in the shortcut bar at a time. What? Currently there is hardcoded limit to how many shortcuts can appear in the shortcut bar. I propose to either reveal that value (for modders to change) or raise the limit (to, say: 24, or dependent on screen wid...
by Mathematician
Fri Jul 19, 2019 7:48 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 126357

Re: Friday Facts #304 - Small bugs; Big changes

I sign in to the team against the oil processing changes. An observation: 1. Advanced oil processing is locked behind chemical science packs. 2. Solid fuel is required to make chem. science packs. 3. With proposed changes heavy and light oil will be locked behind adv. oil processing. 4. That means p...
by Mathematician
Fri May 31, 2019 12:50 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 34444

Re: Friday Facts #297 - New resource icons

Belts look fantastic with randomized resources!
by Mathematician
Fri May 03, 2019 11:37 am
Forum: Ideas and Suggestions
Topic: Colorful labs
Replies: 2
Views: 762

Re: Colorful labs

I'm not sure if someone was inspired by this topic or get the idea independently, but here it is: Disco Sciecne.
Just leaving message here if someone happens to search the Ideas forum (not mods) for this.
by Mathematician
Sat Apr 27, 2019 2:09 pm
Forum: Not a bug
Topic: [0.17.34] Negative item count in logistic system
Replies: 2
Views: 386

[0.17.34] Negative item count in logistic system

When commissioned massive construction job my stone brick supply got depleted and I noticed weird 'flickering' of negative number showing up in logistics system summary. Do construction robots reserve items even before they get loaded into provider chest or something like that? It's not game-breakin...
by Mathematician
Tue Apr 23, 2019 10:30 am
Forum: Not a bug
Topic: [0.17.32] Copy tool skips non-seen chunks when copying from map view
Replies: 1
Views: 467

[0.17.32] Copy tool skips non-seen chunks when copying from map view

I used copy tool in my map view. Some of the chunks in copy area were not covered by any radar (nor visible by player). All the stuff inside non visible area did not get copied into clipboard. Expected copy tool to copy all buildings, even those not in visible area. In normal mode (not map view) it ...
by Mathematician
Sun Apr 14, 2019 3:51 pm
Forum: Gameplay Help
Topic: Shushi Belt?
Replies: 7
Views: 1108

Re: Shushi Belt?

Let's look at an example of science pack sushi belt I built recently. Zrzut ekranu (84).png What does it do? - It provides all science packs for the labs with every lab taking from a single belt. - It makes sure the belt is not overflown with single type of science pack, so there is space for each o...
by Mathematician
Sat Mar 02, 2019 10:53 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
Replies: 53
Views: 9488

Re: [0.17.x] Save and Load Quickbar Layouts like blueprints

+1
I catch myself on reprogramming same quickbar layout every time.
For me it could be as well stored globally for my instalation.
by Mathematician
Thu Feb 28, 2019 3:26 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 27225

Re: Friday Facts #237 - Rich & interactive text

thuro wrote: ↑
Thu Feb 28, 2019 4:46 am
So the spritepath changed I take it? I can get icons by ctrl clicking but typing doesn't work.
The syntax changed. By trial and error I ran onto the right one.
Simply type [item=solar-panel] etc.
by Mathematician
Wed Feb 27, 2019 8:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Tight spot lvl5 unbeatable (recipes not updated)
Replies: 1
Views: 2430

[0.17.1] Tight spot lvl5 unbeatable (recipes not updated)

Solid fuel is now required to create chemical SP but no recipe for it is avaliable in level 5 of Tigh spot campaign.
Mining drill recipe hasn't been disabled.
20190227211307_1.jpg
20190227211307_1.jpg (605.82 KiB) Viewed 2430 times
by Mathematician
Wed Feb 27, 2019 11:48 am
Forum: Not a bug
Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Replies: 7
Views: 1590

Re: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays

Clearly remember (first play) compilatron moved almost imidiately after I left the higlighted area but before that I spent some time waiting inside. I guess the trigger to move comp. is: TIME + PLAYER_MOVED. But the time counted from the start rather than from the point when player fulfills movement...
by Mathematician
Wed Feb 27, 2019 11:32 am
Forum: Not a bug
Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Replies: 7
Views: 1590

Re: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays

Works with the command. Then I wait the 5-10 seconds it takes Compi to decide that you are unsure what to do, and it moves to the wreck below. Well, it actually works also without command if I wait long enough but it's 27-28 seconds . Definitely too long, given that on first run it was normal. EDIT:...
by Mathematician
Wed Feb 27, 2019 10:04 am
Forum: Ideas and Suggestions
Topic: Colorful labs
Replies: 2
Views: 762

Colorful labs

TL;DR Change working lab color based on researched science tier. What ? When starting NPE tutorial we have this new lab for our research: 20190227104428_1.jpg At first I though it was a suprise from developers unmentioned in any FFF. :o I expected to later in game see labs changing colors to: -gree...
by Mathematician
Wed Feb 27, 2019 8:26 am
Forum: Not a bug
Topic: [abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays
Replies: 7
Views: 1590

[abregado][0.17.1] Tutorial Campaign - Compilatron remembers subsequent plays

After clicking restart during mission compilatron wont proceed from the initial WSAD control section. It just stays in its starting spot after saying 'engineer operational' line. Restarting game doesn't help either. After the point which hasn't been seen yet it works normally but in next play it won...

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