Search found 314 matches
- Fri Jul 26, 2024 11:49 am
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 68
- Views: 6671
Re: Friday Facts #421 - Optimizations 2.0
Those improvements are really quite big in aggregate. Like, imagine if you could get these kinds of improvements on your endgame gear in an MMO. That would be extreme!
- Fri Jul 12, 2024 11:17 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 113
- Views: 14801
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
As usual, good changes. For panels with multiple lines of text (so you have to hover to see it in full), maybe it would be useful to have a small visual indicator that there actually is more text to be displayed? Like a small "[...]" icon in the corner or something. The point is, then user...
- Fri Jun 07, 2024 12:28 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 388
- Views: 41246
Re: Friday Facts #414 - Spoils of Agriculture
The biochamber could use a little finishing touches on the texturing, to make it really match the art style, but otherwise the graphics look really nice. Interesting gameplay also, by the sound of things.
- Fri May 31, 2024 11:31 am
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 119
- Views: 22059
Re: Friday Facts #413 - Gleba
Would definitely be interesting if you could see the occasional creature. I remember you added bird sounds in an earlier post, maybe you could, once in a while, see a bird too? The same, and more, goes for Gleba. It's definitely optional, but it would make every place seem so much more alive. Also b...
- Fri May 24, 2024 11:21 am
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 61
- Views: 10045
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
These are some of the best improvements so far (but only some, because you've showcased some absolutely amazing ones previously too!)
- Sat May 04, 2024 12:02 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 171
- Views: 26896
Re: Friday Facts #409 - Diminishing beacons
I'd say this is a good change. The old playstyle is not invalidated. No-one will build 12-beacon setups out of normal rarity beacons. It's an end-game strategy with mass production of highest tier modules. In every situation except "12 normal rarity beacons", everything is viable, with its...
- Fri Apr 26, 2024 4:35 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 154
- Views: 20609
Re: Friday Facts #408 - Statistics improvements, Linux adventures
I feel like, if science is important enough to be its own (meta) item in the production graph, then there should just be a button to show it without having to type.
- Fri Apr 05, 2024 7:05 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 21513
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Part of me wonders if the logistic network browser won't be in the way sometimes, if it's forced to be visible on the remote view screen. Or perhaps you already did add a way to hide it. I like what you did with the belt graphics for the whole belt reader, as well as the change to the rocket silo an...
- Fri Mar 29, 2024 12:47 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 19296
Re: Friday Facts #404 - Frustration not found
Calling it the 'RTS tool' is a bit absurd, but otherwise these are good changes. Great, even.
- Fri Mar 22, 2024 12:13 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 23618
Re: Friday Facts #403 - Train stops 2.0
I love all these features. In particular being able to operate so much from the map feels really convenient and pleasant, especially when it makes sense that you should be able to!
- Fri Mar 15, 2024 2:10 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 29677
Re: Friday Facts #402 - Lightspeed circuits
I'm so glad you made these additions. So many game devs just wouldn't bother, yet these were some fairly substantial bumps that you just smoothed out.
- Tue Mar 12, 2024 9:53 am
- Forum: Ideas and Suggestions
- Topic: Rename nuclear fuel to reduce ambiguity
- Replies: 4
- Views: 574
Re: Rename nuclear fuel to reduce ambiguity
The slot inside the reactor will, if hovered over, specify that it can only take "Uranium fuel cell", but this discrepancy is a little odd. What's extra weird is the capitalization (or lack of its consistency). I checked in another language, and the same issue is present. It's as if it's i...
- Fri Mar 08, 2024 3:42 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 104
- Views: 25645
Re: Friday Facts #401 - New terrain, new planet
Although being different in nature, I always very much enjoyed the beauty of the Alien Biomes mod, so I'm very happy that you got to work on improving the Nauvis terrain.
- Fri Feb 23, 2024 12:19 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 292
- Views: 50432
Re: Friday Facts #399 - Trash to Treasure
Amped and electrified for sure!
Developing it behind closed doors is and has been the completely correct solution, I think.
Developing it behind closed doors is and has been the completely correct solution, I think.
- Fri Jan 26, 2024 1:17 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 21828
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Great stuff. I hope that you can improve the existing train tutorials, because that will really be needed. Even with just the chain signals, the current tutorial feels a bit short. You could accidentally beat it, or beat it without really internalizing the meaning, and even right now it would need a...
- Fri Jan 19, 2024 2:35 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 26304
Re: Friday Facts #394 - Assembler flipping and circuit control
The entity flipping and assembler circuitry are amazing. I think you demonstrate well just how worthwhile it is in the long run to focus on doing things properly.
Also, I think you've made the right decision with regards to the inserter naming.
Also, I think you've made the right decision with regards to the inserter naming.
- Wed Jan 10, 2024 1:38 am
- Forum: General discussion
- Topic: Landmines, the underestimated weapon against Biters
- Replies: 8
- Views: 2822
Re: Landmines, the underestimated weapon against Biters
The sole fact, that I saw speedrunners highly utilize mines for deathworld runs, has made me see how absurdly strong they are. I didn't even know they were this cheap! They're even amazing offensively! Heck, they're even amazing when placed in mass next to nests!
- Fri Jan 05, 2024 4:19 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 134
- Views: 29478
Re: Friday Facts #392 - Parametrised blueprints
The only thing that confuses me at first glance is the "Value" and "Ingredient of" fields. It's not quite clear what they refer to, but I'm sure you could get used to it quickly.
- Sat Dec 30, 2023 1:11 pm
- Forum: Gameplay Help
- Topic: Worker robot speed (Is the research tree correct?)
- Replies: 9
- Views: 1265
Re: Worker robot speed (Is the research tree correct?)
Somewhat relevant, but the logistics chests research also requires no purple science while requiring yellow science, and it is also robotics related. That's why in my mind, yellow science is always related to robotics (even aside from the fact that it uses a robot frame in the recipe).
- Wed Dec 20, 2023 9:20 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 3642
Re: [REQUEST] Per-spawner evolution
If you can detect when attacks are triggered (maybe like a wave as a whole, that shouldn't be very expensive), you could perhaps use that as a measurement of local pollution absorption, and thus local evolution.