Search found 16 matches

by Antyradek
Fri Nov 08, 2019 6:05 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 154
Views: 9929

Re: Friday Facts #320 - Color correction

I like that. Everything is more visible now. Since you are touching colours, you could also modify nightvision module so that the view at night is monochromatic instead of just desaturated. This would invite players to put more lamps all over the factory. I like lamps and honestly public servers are...
by Antyradek
Fri Nov 08, 2019 3:01 am
Forum: Translations
Topic: New tooltips hard to translate in declensional languages
Replies: 4
Views: 165

New tooltips hard to translate in declensional languages

In some languages like Polish it's impossible to create valid universal tooltip categories without sounding weird. https://en.wikipedia.org/wiki/Declension In English we can say "Uses steam" and the word "Steam" can be used as noun in other places. Therefore you can calculate tooltip as verb + item ...
by Antyradek
Fri Sep 13, 2019 6:25 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 18258

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

What about creating a "Dirty Fluid", that is, anything mixed together would create a dirty pulp, factories would use this pulp without producing anything and emit smog instead? That way if one mixes fluid, it gets naturally cleaned after a while. Because, honestly, trying to prevent fluid mixing is ...
by Antyradek
Fri Sep 06, 2019 9:03 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 8876

Re: Friday Facts #311 - New remnants 3

All those remnants look cool but once you have roboports all over the place, all of those graphics are hidden behind ghosts. I can no longer watch my factory getting beautifully wrecked, I get unreadable mix. What about removing ghosts for destroyed buildings in the area of roboport? Or at least add...
by Antyradek
Fri Sep 06, 2019 8:40 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 8876

Re: Friday Facts #311 - New remnants 3

I'm afraid you are losing grip on the amount of mods there are. Thousands of small scripts, unbalanced tweaks and unknown gems. This mod will likely soon be buried beneath everything. I think you need some sort of way to sort this thing before it's too late. Minetest (opensource Minecraft with Lua m...
by Antyradek
Fri Jul 12, 2019 9:34 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 13643

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

It's quite sad you are losing players. But which game doesn't? I think adding more features should help. Like implementing natively a collection of most popular mods and shipping them with game. So that they are not unbalanced, undocumented and map-destroying anymore, but rather work as official plu...
by Antyradek
Mon Jul 01, 2019 9:10 pm
Forum: Translations
Topic: [SOLVED][0.17.53][PL] Annoying capital letter typo in production statistics
Replies: 1
Views: 320

[SOLVED][0.17.53][PL] Annoying capital letter typo in production statistics

Every time I look on production statistics, my soul cries.
Screenshot_20190701_230010.png
Screenshot_20190701_230010.png (210.09 KiB) Viewed 320 times

Code: Select all

core.ini:gui-production:items
by Antyradek
Fri May 24, 2019 5:14 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 8783

Re: Friday Facts #296 - All kinds of bugs

Some of your bugs sound like you are missing:

Code: Select all

-Wall -Wextra -Werror -Wpedantic
by Antyradek
Thu May 23, 2019 11:30 am
Forum: Ideas and Suggestions
Topic: Icon sign posts in Vanilla
Replies: 6
Views: 393

Re: Icon sign posts in Vanilla

Currently, to simulate a sign, you use constant combinator , which: Works only in ALT-MODE. Works only if visual combinators view is enabled in settings. Tell the mod author to use LuaRendering.draw_sprite() instead. Ugh... constant combinators are native and don't use Lua. You should speak to the ...
by Antyradek
Sun May 19, 2019 4:15 pm
Forum: Ideas and Suggestions
Topic: Icon sign posts in Vanilla
Replies: 6
Views: 393

Icon sign posts in Vanilla

TL;DR Signs with icons are the one of the most common helpers for factories and multiplayer and are currently created by abusing combinators. What ? Currently, to simulate a sign, you use constant combinator , which: Works only in ALT-MODE. Works only if visual combinators view is enabled in settin...
by Antyradek
Wed May 15, 2019 1:51 pm
Forum: Releases
Topic: Version 0.17.39
Replies: 11
Views: 6392

Re: Version 0.17.39

Great job, guys. Have you thought about adding "last used colours" or "favourite colours" to the engine and train stop? I like to have colours of my engines match train stops and colours of my train stops define factory or mining site. Because copying train stop settings copies also name and options...
by Antyradek
Tue May 07, 2019 7:29 pm
Forum: Releases
Topic: Version 0.17.37
Replies: 12
Views: 7024

Re: Version 0.17.37

While you are at releasing stable version...
Have you though about reading missing constructions items from roboport?
On the other hand, building big multi-combinator machine for that purpose is much more factorioristic.
by Antyradek
Mon Apr 08, 2019 9:16 pm
Forum: Railway Setups
Topic: Personal train
Replies: 16
Views: 6031

Re: Personal train

I made a better thing. All stations are connected together with wire. Each station has "call button", that is, a gate, which emits signal when player approaches. Gate signal emits signal X to the network. Simple combinator setup at each station disables train stop if there is X signal on the wire, a...
by Antyradek
Sun Apr 07, 2019 5:06 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 15774

Re: Friday Facts #289 - Character GUI

Don't make things infinite from the beginning, such as requester fields. Make it an infinite research. Otherwise the game becomes too easy. And the more research there is, the cooler. So: Research for requester functionality. Research for auto-trash functionality. Research for each row of requester/...
by Antyradek
Mon Mar 18, 2019 10:48 pm
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 2671

Re: [0.16.3][Linux] Video hang on game exit

[0.17.15] If it does help for you, this problem doesn't exist on Wayland. Or it happens much less often. I managed to exit game multiple times without hangup, both in Plasma and GNOME. However, on Wayland, game runs 20× slower and has visual glitches. Glitches are about missing/blinking textures, mo...

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