Search found 104 matches

by Brambor
Wed Mar 03, 2021 7:13 pm
Forum: Not a bug
Topic: [1.1.26] Pole connects to ghost but built pole is in range
Replies: 2
Views: 108

Re: [1.1.26] Pole connects to ghost but built pole is in range

I get that, but it just feels bad that when you add an unnecessary pole into a blueprint, which will change connections if that pole doesn't get built the built doesn't work!
by Brambor
Wed Mar 03, 2021 5:38 pm
Forum: Not a bug
Topic: [1.1.26] Pole connects to ghost but built pole is in range
Replies: 2
Views: 108

[1.1.26] Pole connects to ghost but built pole is in range

Not P(this is a bug) = 1, but it sure is weird and annoying.

What happens: Inserter in the attached image is unpowered.

Expected result: Pole reconnects to give the inserter power.

How did I do it:
1. ctrl+c part of the build
2. paste it
3. bots make parts of it
by Brambor
Sun Nov 01, 2020 9:10 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 140
Views: 29042

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Amazing! I wonder just about the poles. If a pole has a reach of X, then networks X apart are connected. If networks are 2X+1 apart, you can place a pole in the middle to connect those networks (which is done automagically now while holding down the button). What about networks between X+1 and 2X ap...
by Brambor
Mon Aug 31, 2020 6:53 pm
Forum: Ideas and Suggestions
Topic: Turn off UI (key binding)
Replies: 7
Views: 253

Re: Turn off UI (key binding)

Wait, I was talking about the regular map, not minimap.

Anyway, I feel it is quite an issue since driving south shouldn't be connected with difficulties that are not present while driving north.
by Brambor
Mon Aug 31, 2020 6:51 pm
Forum: Ideas and Suggestions
Topic: Turn off UI (key binding)
Replies: 7
Views: 253

Re: Turn off UI (key binding)

Well not only you cannot turn, but you also slow down.

This is not the way to go, controls should be conserved.
by Brambor
Tue Aug 25, 2020 2:47 pm
Forum: Ideas and Suggestions
Topic: Turn off UI (key binding)
Replies: 7
Views: 253

Turn off UI (key binding)

I would like to turn off UI by some keypress. The use case is when running around to not accidentally stepping into biter nest cause they were hidden behind UI, especially hotbar, which is closest to the player and takes up about half viewing distance. Also, I have seen this requested for screenshot...
by Brambor
Fri Jul 24, 2020 12:18 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 13611

Re: Friday Facts #357 - Nuke

The nuke first destroys the cliffs instantly, at once, and then start killing entities with hp from middle to far end.

Shouldn't the cliffs be destroyed with the shockwave as well?
by Brambor
Sun Jul 19, 2020 8:17 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 18056

Re: Friday Facts #356 - Blueprint library for real

Since it is possible to place blueprints in map is it possible to make blueprints from map? It is/would be useful for giant arrays of evenly spaced roboports. It can be done with radars while zoomed in, but still... it would be more consistent if it were possible. Keep being awesome Kovarex! Powerfu...
by Brambor
Thu Jun 18, 2020 1:37 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 21451

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The JS rolling image seems to be a bit off for me on Android phone.
As I move the slider, the assemblers move a bit...
by Brambor
Fri May 08, 2020 2:55 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 6836

Re: Friday Facts #346 - He who does nothing, breaks nothing

I sometimes thought of it as an excuse. I connected quite a lot of things that we in Czechia seem to do differently from other parts of the world, In my mind, I connected them with Communism. In this case, it was: The government is doing bad stuff and if you try to do something about it, you might r...
by Brambor
Fri Mar 20, 2020 1:18 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 212
Views: 28528

Re: Friday Facts #339 - Beacon HR + Redesign process

What do you mean "long post"? It is one of the shorter ones!

Also, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie.

I like the design itself, to me, it just looks more like a front line, electric defence mechanism shocking the bitters with lightning.
by Brambor
Tue Mar 17, 2020 6:27 pm
Forum: Not a bug
Topic: 0-padding in Mods
Replies: 1
Views: 172

0-padding in Mods

It doesn't really make sense to me to have numbers from 0% to 100% 0 padded from the left.
by Brambor
Sun Mar 08, 2020 4:38 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 9890

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

Since "kills" is in "production" statistic, shouldn't it be renamed to something like "statistics" tab?
by Brambor
Fri Jan 24, 2020 6:13 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 26394

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

I very much enjoyed the pathfinding discussion and I made sure I understood every issue and solution before moving on. From a FIT (or CTU in English) uni, where we discussed Dijkstra, binary heap, Linked lists and all that stuff, it is always nice to see them used and inspires you to learn them. And...
by Brambor
Tue Jan 21, 2020 6:38 pm
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 12171

No Walking Challenge Achivement

I think it would be really cool emphasizing on the ability to do things remotely using robots. Therefore I propose "No walking challenge" achievement. It can work on different levels: The player cannot use wsad (or rebound) keys. They still can use transport belts, autopilot trains They ca...
by Brambor
Tue Jan 21, 2020 6:12 pm
Forum: Resolved Problems and Bugs
Topic: [Allaizn] [0.17.79] Range of turrets and spitter shooting range problem
Replies: 6
Views: 1394

Re: [Allaizn] [0.17.79] Range of turrets and spitter shooting range problem

There is Fixed that turrets would sometimes fail to attack things that are in range.
But I don't see a developers post, closing this topic with "Fixed in 0.18".
by Brambor
Fri Dec 13, 2019 11:26 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 9659

Re: Friday Facts #325 - New Explosions and Particles

You make me feel someone is gonna have a child.
:D
by Brambor
Thu Nov 07, 2019 12:08 am
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 17157

Re: Friday Facts #318 - New Tooltips

Feedback: I liked how we saw "903.5 seconds for raw crafting" before, will ultimate precision and time in seconds be possible to customised via default settings? Or it doesn't fit? Also, inserter turns 302°/s, that's great, but how do I understand how fast an inserter is from that? Factori...
by Brambor
Wed Nov 06, 2019 11:33 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 12014

Re: Friday Facts #317 - New pathfinding algorithm

Just a note:
I recommend turning off clouds for gifs. Not only the filesize is bigger but also there is distracting change between the last and first frame.
by Brambor
Mon Sep 16, 2019 1:45 pm
Forum: General discussion
Topic: Survey: How do YOU feel about FFF #309 opinions?
Replies: 19
Views: 2630

Re: Survey: How do YOU feel about FFF #309 opinions?

Among the few polls in general discussion to actually offer insight in what players actually think of dev ideas. I'd reword most of those options to get rid of negations. "DON'T WANT: Inserters should not chase items" = "WANT: Inserters should chase items" I made it this way so ...

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