Klonan wrote: Fri May 15, 2020 10:13 amThis is in implemented. Its been a feature of the map editor for 6.5 years
Search found 29 matches
- Sat May 16, 2020 4:46 am
- Forum: Implemented Suggestions
- Topic: Map editor: Deleting entities with brushes.
- Replies: 4
- Views: 18393
Re: Map editor: Deleting entities with brushes.
- Fri May 15, 2020 9:57 am
- Forum: Releases
- Topic: Version 0.18.24
- Replies: 39
- Views: 26751
Re: Version 0.18.24
Magenta is harder to see than red was. It's luminosity is almost identical to the rail.-Changed rail segment visualisation colors to be more different from rail signal colors (red/green).
- Fri May 15, 2020 9:35 am
- Forum: Implemented Suggestions
- Topic: Map editor: Deleting entities with brushes.
- Replies: 4
- Views: 18393
- Sun Mar 22, 2020 1:27 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 178796
Re: Attacking biters with turrets makes all weapons pointless
At this point. I only see 2 "solutions" to turret creep.
1. Make early weapons a better option.
Which would make biters not an issue sooner.
2. Disallow building in range of a biter base.
Which people will complain about arbitrary restrictions.
Or just leave it be, as the moment one has ...
- Sun Mar 22, 2020 11:59 am
- Forum: Balancing
- Topic: The enemies are kind of a "forced failure" condition
- Replies: 7
- Views: 5812
Re: The enemies are kind of a "forced failure" condition
Removal β refinement
- Thu Mar 19, 2020 7:55 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 22170
Re: Version 0.18.14
The new statistics pages are as busy as the new characater GUI. Bloated too. What was a 7.5 page list of items is now 11. 
- Thu Mar 19, 2020 7:16 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 22170
Re: Version 0.18.14
I know the character GUI was revised in 18.13, but I'm just checking it out now on 18.14 and something seemed backwards. I recall the initial design being shown in one FFF, and feedback suggested that the less frequently used Character tab be on the far right. This feedback appeared to have been ...
- Thu Mar 19, 2020 6:58 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 22170
Re: Version 0.18.14
I cannot import BP files anymore as the dedicated tabs / buttons are missing
You can import BP strings using "Import string" from the shortcut bar. But I would prefer the Imput string button back in the BP GUI.
thanks - the bug was on me - I found that in my my settings to the shortcut ...
- Wed Mar 18, 2020 4:09 am
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 68336
Re: Friday Facts #338 - The (real) Character GUI
I miss the old inventory GUI. The new GUI is busy, dark and difficult to take account of at a glance.
- Tue Mar 17, 2020 7:49 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 47
- Views: 38946
Re: time for >60fps
It doesn't feel right. Details like time played, and the delay for drop multiple item to drop more when pressing Z, aren't corrected. Panning in creative stutters at 160fps where it doesn't at 80, ignoring the blur. Thanks, I'd rather wait for a vanilla solution.
- Mon Mar 16, 2020 4:06 am
- Forum: Gameplay Help
- Topic: Module trade offs for Low Pollution Run.
- Replies: 13
- Views: 6827
Re: Module trade offs for Low Pollution Run.
As a fan of minimalism, compact builds, and efficiency modules, I appreciate your factory. Thanks for sharing.
- Tue Mar 10, 2020 11:58 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 47
- Views: 38946
Re: time for >60fps
I think, the render speed could be doubled. 120fps is plenty, and wouldn't make tick-locked (all?) entities stutter, just update once every 2 frames. Slowing to 50 UPS would be reduce fps to 100, etc.
- Tue Mar 10, 2020 10:18 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 47
- Views: 38946
Re: time for >60fps
Smoother panning would be a huge plus.posila wrote: Sat Mar 24, 2018 8:22 pm I would like to try to do camera interpolation for high framerate displays, but that's about it.
- Sat Mar 07, 2020 11:10 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 42383
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Please, please, please make the new statistics window remember the time frame that was previously selected.
Iβd much rather see the 10m or the 1h stats than the last 5 seconds, and it would be great if the window could remember that selection.
I second this.
Also, I'd like to suggest re ...
- Wed Mar 04, 2020 12:11 am
- Forum: Ideas and Suggestions
- Topic: Wrong zoom steps in map view
- Replies: 4
- Views: 3233
Re: Wrong zoom steps in map view
Correct. OP, however, is referring to the detail loss from filtering at non-integer zoom, namely 2.168x.malventano wrote: Mon Mar 02, 2020 2:56 pm I thought the zoomed in map view was intentionally 'fuzzy' as you are supposed to be looking at remote data from the radar.
- Sun Mar 01, 2020 3:43 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 108525
Re: Friday Facts #320 - Color correction
I appreciate the lift in mid tone brightness, but the saturation, shoulder and toe enhancements are unwelcome.
I desaturated everything in settings, but my main issue now is that everything has these artifacts now. You know, that grainy look of a picture that got oversaturated and then ...
I desaturated everything in settings, but my main issue now is that everything has these artifacts now. You know, that grainy look of a picture that got oversaturated and then ...
- Mon Feb 24, 2020 8:48 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 108525
Re: Friday Facts #320 - Color correction
I thought the sprite changes would be great. Upon starting a new game in 0.18 recently, I took issue with the terrain (might only be this biome), inserters, stone furnaces, and bricks to a degree. Then, I launched 0.17 for a side-by-side comparison. It's definitely easier on the eyes. I'm sure there ...
- Sun Feb 23, 2020 9:11 pm
- Forum: Ideas and Suggestions
- Topic: New Quickbar
- Replies: 19
- Views: 7494
Re: New Quickbar
Fortunately, the pipette tool and Next/Previous active quickbar commands are fairly effective..
- Fri Jan 31, 2020 6:07 am
- Forum: Ideas and Suggestions
- Topic: New Quickbar
- Replies: 19
- Views: 7494
Re: New Quickbar
I don't understand the intended usage of the Rotate active feature when 3 or more quickbars are active, which *needs* the addition of a "Reverse rotate quickbar" control.
Here is an idea I've had since the new quickbar was introduced.
Middle quickbar is always the active bar. X+scroll to rotate ...
Here is an idea I've had since the new quickbar was introduced.
Middle quickbar is always the active bar. X+scroll to rotate ...
- Fri Jan 31, 2020 5:34 am
- Forum: Ideas and Suggestions
- Topic: Add controls: Reverse rotate active quickbar, Next shortcut, Previous shortcut
- Replies: 0
- Views: 1199
Add controls: Reverse rotate active quickbar, Next shortcut, Previous shortcut
Example:
Map Zoom - Alt+scroll
Next/Previous Active Quickbar - Ctrl+scroll
Next/Previous Shortcut - Scroll
Ideally, this is how I'd like the UI to work: Middle quickbar is always the active bar. Ctrl+scroll to rotate up and down quickbars, scroll to cycle left to right to different shortcuts, as ...
Map Zoom - Alt+scroll
Next/Previous Active Quickbar - Ctrl+scroll
Next/Previous Shortcut - Scroll
Ideally, this is how I'd like the UI to work: Middle quickbar is always the active bar. Ctrl+scroll to rotate up and down quickbars, scroll to cycle left to right to different shortcuts, as ...