Search found 75 matches
- Thu Jun 24, 2021 6:34 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 42130
Re: Friday Facts #366 - The only way to go fast, is to go well!
[Moderated by Koub : Off topic]
- Thu Jun 24, 2021 6:17 pm
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 42130
Re: Friday Facts #366 - The only way to go fast, is to go well!
[Moderated by Koub : Off topic]
- Fri Mar 05, 2021 1:56 pm
- Forum: Gameplay Help
- Topic: Fluids are killing me
- Replies: 17
- Views: 2583
Re: Fluids are killing me
As others have pointed out, a simple oil setup can be done by just cracking any excess output, i.e. heavy oil -> light oil -> petroleum gas, which works because petroleum gas is usually what you need most of (compared to the output you get). I needed to add extra 3 pumps because the light out didn't...
- Sun Feb 28, 2021 10:38 pm
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 3047
Re: Combination of Crafting and Logistics Menu
Your assumptions may be true for vanilla, but just arent for mods. Bobs+angels regulary has more then 5 recipes that can output one item. Hiding all of these in some submenu that looks really awful to use is a bad plan. If you want to be technical and list all recipes having this item as part of th...
- Sat Feb 27, 2021 11:06 pm
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 3047
Re: Combination of Crafting and Logistics Menu
As pointed out earlier, items and recipes are not the same thing. Therefore, this will not work with many overhaul mods like Angel's mods where too many recipes have multiple outputs, and some items can never be produced alone. Crushed stone comes to mind. "Streamline two almost identical menu...
- Fri Dec 11, 2020 3:39 pm
- Forum: This Forum
- Topic: Notifications for own threads, quotes etc.
- Replies: 5
- Views: 1554
Re: Notifications for own threads, quotes etc.
Ah good tipBilka wrote: βFri Dec 11, 2020 2:30 pmOne way to browse by "replies to threads I participated in" is the Your posts entry in the quick links.
- Thu Dec 03, 2020 1:24 am
- Forum: Minor issues
- Topic: [1.1.3] Tips notifications shown during intro
- Replies: 6
- Views: 1042
Re: [1.1.3] Tips notifications shown during intro
Sorry, I'm not sure what you want to say. If you are referring to the part in parentheses let me just say: I actually asked for notifications, but the point of notifications is to inform you about something new, not to nag you to look at it.
- Wed Dec 02, 2020 1:07 am
- Forum: Minor issues
- Topic: [1.1.3] Tips notifications shown during intro
- Replies: 6
- Views: 1042
[1.1.3] Tips notifications shown during intro
When starting a new (freeplay) game, the tips notification window is shown during the intro sequence. I'm assuming this is unintentional...?
(Also, please add a close button to the notifications, like what the hell. Like this everyone is just gonna disable them immediately, no value gained)
(Also, please add a close button to the notifications, like what the hell. Like this everyone is just gonna disable them immediately, no value gained)
- Tue Nov 24, 2020 7:33 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 72680
Re: Version 1.1.0
The new main menu is amaaazing! (by chance I even moved the menu panel to the side at just the right scene too :lol: ) Together with everything else this now totally feels like the true version 1.0! (Although for better effect I would have turned the menu music up a bit and the sounds of the scenes ...
- Tue Nov 24, 2020 7:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Map tags from 1.0 are lost
- Replies: 5
- Views: 1724
- Tue Nov 24, 2020 7:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Belt performance regression
- Replies: 19
- Views: 5777
Re: [boskid][1.1.0] Belt performance regression
Thanks for the report. Issue is now fixed for the next release. Due to multithreaded update, transport lines have to be grouped. In your save file there is at least one huge group that contains 200k+ transport lines and any changes around it (adding or removing belts, splitter, rotating them etc..)...
- Tue Nov 24, 2020 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Map tags from 1.0 are lost
- Replies: 5
- Views: 1724
Re: [1.1.0] Map tags from 1.0 are lost
Indeed, please hotfix before everyone saves their games with them lost. 

- Mon Nov 16, 2020 2:39 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 3047
Re: Combination of Crafting and Logistics Menu
Beautiful idea!
- Mon Nov 16, 2020 2:33 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 66608
Re: Friday Facts #363 - 1.1 is getting close
When I read the current FFF, I had some thoughts about the character GUI and thought about what sometimes annoys me, especially when it comes to logistics. My solution is the combination of crafting and logistics menu , which I just posted in the forum Ideas and Suggestions . Holy moly, this is sim...
- Sat Nov 14, 2020 2:41 am
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 66608
Re: Friday Facts #363 - 1.1 is getting close
Ok, the new light rendering looks sooo sick! Not to say lit... 8-) In some instances though I think you took the "glow reduction" too far. For example centrifuge, lab, accumulator and heat pipes now barely, if at all, illuminate their surroundings. After all, what makes something look like...
- Tue Nov 03, 2020 10:02 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 48090
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
I think one touch that would really hit home for people like me who used to play RCT1/2 and Chris Sawyer's Locomotion would be having a track unique to the title screen. Something to play along with the simulation that doesn't appear anywhere else in the game. My suggestion for the title screen mus...
- Wed Oct 14, 2020 12:46 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 48653
Re: Friday Facts #361 - Train stop limit, Tips and tricks
The Tips looks great, though I feel VERY STRONGLY that you do not hide tips from the user. If anything, add a little dot or animated icon next to the pertinent ones, or ones most recently related to progress in the game. However, I ask you most sincerely not to hide information from the player. [.....
- Fri Jul 31, 2020 3:27 pm
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 11237
Re: Version 0.18.37
True, some sort of trash bin would be a really obvious solution (though it wouldn't help for corruption or update issues).dimm wrote: βFri Jul 31, 2020 1:12 pmKeeping the last 5-10 deleted blueprints somewhere in blueprint library could solve this problem. "Don't confirm, allow undo"
- Fri Jul 31, 2020 12:44 pm
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 18482
Re: Friday Facts #358 - Alien decoratives & Polluted water
I really like the idea of polluted water, good stuff! But please tweak the color of it a bit such that it looks more like polluted water and less like a spinach smoothie. 

- Fri Jul 31, 2020 12:19 pm
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 11237
Re: Version 0.18.37
I love this new blueprint library, but I just have few comments: -I though that "Select new content" for a blueprint was to add new content, not to replace current content by new content. -I tried to press C to cancel it... But this is not a cancel button... I actually had to laugh at thi...