Search found 75 matches

by Illiou
Thu Jun 24, 2021 6:34 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 88
Views: 30135

Re: Friday Facts #366 - The only way to go fast, is to go well!

[Moderated by Koub : Off topic]
by Illiou
Thu Jun 24, 2021 6:17 pm
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 88
Views: 30135

Re: Friday Facts #366 - The only way to go fast, is to go well!

[Moderated by Koub : Off topic]
by Illiou
Fri Mar 05, 2021 1:56 pm
Forum: Gameplay Help
Topic: Fluids are killing me
Replies: 17
Views: 2012

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...
by Illiou
Sun Feb 28, 2021 10:38 pm
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 2119

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...
by Illiou
Sat Feb 27, 2021 11:06 pm
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 2119

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...
by Illiou
Fri Dec 11, 2020 3:39 pm
Forum: This Forum
Topic: Notifications for own threads, quotes etc.
Replies: 5
Views: 1187

Re: Notifications for own threads, quotes etc.

Bilka wrote: ↑
Fri Dec 11, 2020 2:30 pm
One way to browse by "replies to threads I participated in" is the Your posts entry in the quick links.
Ah good tip
by Illiou
Thu Dec 03, 2020 1:24 am
Forum: Minor issues
Topic: [1.1.3] Tips notifications shown during intro
Replies: 6
Views: 713

Re: [1.1.3] Tips notifications shown during intro

kovarex wrote: ↑
Wed Dec 02, 2020 7:09 pm
If you don't want the notifications to be shown at all.
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.
by Illiou
Wed Dec 02, 2020 1:07 am
Forum: Minor issues
Topic: [1.1.3] Tips notifications shown during intro
Replies: 6
Views: 713

[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)
by Illiou
Tue Nov 24, 2020 7:33 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 60724

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 ...
by Illiou
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: 1237

Re: [1.1.0] Map tags from 1.0 are lost

Rseding91 wrote: ↑
Tue Nov 24, 2020 7:13 pm
The tags aren't lost; they just aren't rendering.
Easy : )
by Illiou
Tue Nov 24, 2020 7:10 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.0] Belt performance regression
Replies: 19
Views: 4812

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..)...
by Illiou
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: 1237

Re: [1.1.0] Map tags from 1.0 are lost

Indeed, please hotfix before everyone saves their games with them lost. :shock:
by Illiou
Mon Nov 16, 2020 2:39 am
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 2119

Re: Combination of Crafting and Logistics Menu

Beautiful idea!
by Illiou
Mon Nov 16, 2020 2:33 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 58796

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...
by Illiou
Sat Nov 14, 2020 2:41 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 58796

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...
by Illiou
Tue Nov 03, 2020 10:02 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 40259

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...
by Illiou
Wed Oct 14, 2020 12:46 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 40617

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. [.....
by Illiou
Fri Jul 31, 2020 3:27 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 9747

Re: Version 0.18.37

dimm wrote: ↑
Fri Jul 31, 2020 1:12 pm
Keeping the last 5-10 deleted blueprints somewhere in blueprint library could solve this problem. "Don't confirm, allow undo"
True, some sort of trash bin would be a really obvious solution (though it wouldn't help for corruption or update issues).
by Illiou
Fri Jul 31, 2020 12:44 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 15022

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. :)
by Illiou
Fri Jul 31, 2020 12:19 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 9747

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...

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