Search found 26 matches
- Thu Jan 07, 2021 10:42 pm
- Forum: Releases
- Topic: Version 1.1.8
- Replies: 26
- Views: 22341
Re: Version 1.1.8
Train GUI looks really nice. My thoughts: Window could be named "Rail network timetable" or similar fancy world, and "Train overview" suggests only one train. There should be icons instead the text "Waiting at", "Stopped at" and only full text at hover. Becaus...
- Tue Nov 24, 2020 12:27 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.0] AltGr is treated like left Alt so some characters can not be created
- Replies: 6
- Views: 3054
Re: [1.1.0] Can't type some characters in the console because alt gr is treated like left alt
This bug also causes to be unable to input Polish special characters in any other text fields, especially Ε, and other characters like Ε, Δ, cause player movement too. We use US keyboard layout with ALT GR for special characters. It happens under Linux for me. THIS IS A GIANT BUG... i think. Well, a...
- Thu Jul 30, 2020 2:10 pm
- Forum: Releases
- Topic: Version 0.18.38
- Replies: 24
- Views: 15064
Re: Version 0.18.38
Do you plan to replace "copy blueprint" icon?
C letter looks out of place and in some languages it should be K instead.
C letter looks out of place and in some languages it should be K instead.
- Fri Jul 24, 2020 1:04 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 40993
Re: Friday Facts #357 - Nuke
Wow, the scorch mark looks really awesome. You could also add a tiny one after artillery explosions. That's because artillery is used far more often and it will fill map with dots over time as your defence is working (although this may also by the reason to NOT add it to artillery, though). You coul...
- Fri Jun 05, 2020 3:26 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 48119
Re: Friday Facts #350 - Electric mining drill redesign
Well, now it looks as if harvesting only tiny line in the middle, instead of full 5Γ5.
I guess the drill should move from side to side too.
Otherwise it looks really cool.
I guess the drill should move from side to side too.
Otherwise it looks really cool.
- Fri Mar 13, 2020 7:32 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 48438
Re: Friday Facts #338 - The (real) Character GUI
Damn, I really wished for some infinite upgrades for trash slots and for requester slots.
Soon Factorio will become too easy!
Soon Factorio will become too easy!
- Thu Feb 06, 2020 8:02 pm
- Forum: Releases
- Topic: Version 0.18.4
- Replies: 22
- Views: 16524
Re: Version 0.18.4
Looks nice.
But what about adding little sign items, so I can visually mark my belts and meters with something else than constant combinator?
But what about adding little sign items, so I can visually mark my belts and meters with something else than constant combinator?
I know, I know, there is section for that in forum, but look, third comment under version release doesn't happen that often.
- Tue Jan 28, 2020 9:18 pm
- Forum: Releases
- Topic: Version 0.18.2
- Replies: 61
- Views: 26436
Re: Version 0.18.2
All the new sounds are absolutely amazing.
I liked the previous Assembling Machine 3 more, though.
Chitty-Chitty Bang-Bang Chitty-Chitty Bang-Bang
I liked the previous Assembling Machine 3 more, though.
Chitty-Chitty Bang-Bang Chitty-Chitty Bang-Bang
- Sat Dec 28, 2019 3:23 pm
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 47744
Re: Friday Facts #327 - 2020 Vision
90.3% people bought borrowed the game via Steam.
This is horrible, we live in the world, where people no longer care about owning a property.
It's good that you still sell the game on website and via GOG (where I got it).
This is horrible, we live in the world, where people no longer care about owning a property.
It's good that you still sell the game on website and via GOG (where I got it).
- Fri Dec 06, 2019 6:33 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 40977
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
If you are struggling with memory, you could pack the most important data into structures, which would be easily cached by CPU into cache memory.
- Fri Nov 08, 2019 6:05 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 66698
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...
- Fri Nov 08, 2019 3:01 am
- Forum: Translations
- Topic: New tooltips hard to translate in declensional languages
- Replies: 4
- Views: 2393
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 too...
- Fri Sep 13, 2019 6:25 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 58161
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 ...
- Fri Sep 06, 2019 9:03 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 25223
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...
- Fri Sep 06, 2019 8:40 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 25223
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...
- Wed Jul 17, 2019 7:07 pm
- Forum: Translations
- Topic: [SOLVED][0.17.53][PL] Annoying capital letter typo in production statistics
- Replies: 1
- Views: 1600
Re: [0.17.53][PL] Annoying capital letter typo in production statistics
Fixed in 0.17.58.
Thanks, Cordylus.
Thanks, Cordylus.
- Fri Jul 12, 2019 9:34 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 52253
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...
- 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: 1600
[SOLVED][0.17.53][PL] Annoying capital letter typo in production statistics
Every time I look on production statistics, my soul cries.
Code: Select all
core.ini:gui-production:items
- Fri May 24, 2019 5:14 pm
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 25355
Re: Friday Facts #296 - All kinds of bugs
Some of your bugs sound like you are missing:
Code: Select all
-Wall -Wextra -Werror -Wpedantic
- Thu May 23, 2019 11:30 am
- Forum: Ideas and Suggestions
- Topic: Icon sign posts in Vanilla
- Replies: 9
- Views: 2861
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 ...