Search found 314 matches

by MEOWMI
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!
by MEOWMI
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...
by MEOWMI
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.
by MEOWMI
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...
by MEOWMI
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!)
by MEOWMI
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...
by MEOWMI
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.
by MEOWMI
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...
by MEOWMI
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.
by MEOWMI
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!
by MEOWMI
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.
by MEOWMI
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...
by MEOWMI
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.
by MEOWMI
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.
by MEOWMI
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...
by MEOWMI
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.
by MEOWMI
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!
by MEOWMI
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.
by MEOWMI
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).
by MEOWMI
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.

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