Search found 184 matches

by chris13524
Fri Oct 05, 2018 3:26 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 6597

Re: Friday Facts #263 - Trains in blueprints

Super awesome!!! The fuel is an interesting one. Modules don't get consumed. But fuel does. The fuel will have to be replenished eventually anyways, so the feature should only address the short term now-to-next-refuel situation (e.g. you don't have fuel replenishing at your mines, but you build the ...
by chris13524
Fri Jul 20, 2018 2:40 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 92
Views: 9007

Re: Friday Facts #252 - Sound design & Map editor

I think it would be awesome if the floor tiling around the spawners would automatically grow up to a certain distance from a spawner to create "Enemy Territory". All (most) entities would have a special display mode which would make them covered in vines and things. Trees would turn black, there wou...
by chris13524
Fri Jun 08, 2018 2:26 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 12866

Re: Friday Facts #246 - The GUI update (Part 3)

I agree with @ledow, what does that red reloading button do? Also, next to the seed, there is a...shuffle button? I guess that's OK if you think about it enough, but perhaps the circular arrow would be better? Also as @Bilka mentions, there is an inconsistency between editable fields. Some of them a...
by chris13524
Fri Apr 13, 2018 10:54 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 12812

Re: Friday Facts #238 - The GUI update (Part II)

If not already, it may be worth adding a maximum size to the research queue. This prevents players from planning out their entire research flow which kind of ruins the fun. Just a thought.
by chris13524
Fri Feb 02, 2018 7:34 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 38074

Re: Friday Facts #228 - High resolution turrets

[Moderated by Koub]

Edit: nevermind
by chris13524
Fri Jan 19, 2018 7:02 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 12229

Re: Friday Facts #226 - New mod portal & other news

What ever happened to the community spotlight section?
by chris13524
Sat Jan 13, 2018 5:04 pm
Forum: Not a bug
Topic: Inconsistent combat robot damage type naming
Replies: 3
Views: 260

Inconsistent combat robot damage type naming

In the research, it shows as "beam". (unrelated: odd coloring only shows in screenshot)
Image

But in the combat robot tooltip, it shows as "electric".
Image

And in the bonuses, it just says "damage".
Image
by chris13524
Fri Jan 05, 2018 2:06 pm
Forum: Ideas and Suggestions
Topic: Nuclear Artillery Shells
Replies: 32
Views: 2251

Re: Nuclear Artillery Shells

OK for nuclear artillery, but as with nuclear rockets, blast radius should be greater than range :mrgreen: I would love to have radiation in game. Including "no, you cannot just run across a uranium ore patch without taking damage" and "you cannot stockpile thousands and thousands of uranium ore, n...
by chris13524
Mon Dec 18, 2017 5:24 pm
Forum: Not a bug
Topic: Power poles display yellow hitbox even though not in range
Replies: 6
Views: 361

Re: Power poles display yellow hitbox even though not in range

Changelog 0.16.0: Electric poles and power switches can be opened from the zoomed-to-world view. If you can do this, that means you can click them while you are not in range?! EDIT: Yes you can click every pole in your view to check the energy That's not a bug, that'S a feature Hmm, maybe it would ...
by chris13524
Mon Dec 18, 2017 3:09 pm
Forum: Ideas and Suggestions
Topic: Nuclear Artillery Shells
Replies: 32
Views: 2251

Re: Nuclear Artillery Shells

People have made bases that can pump out a rocket a minute. I don't see a problem with that. A RPM base is pretty damn huge. Calling down 10 nukes a minute is pretty damn impressive all on its own. It probably won't compare to the current super power of artillery, and it would certainly have no val...
by chris13524
Mon Dec 18, 2017 3:07 pm
Forum: Not a bug
Topic: Power poles display yellow hitbox even though not in range
Replies: 6
Views: 361

Re: Power poles display yellow hitbox even though not in range

Changelog 0.16.0: Electric poles and power switches can be opened from the zoomed-to-world view. If you can do this, that means you can click them while you are not in range?! EDIT: Yes you can click every pole in your view to check the energy That's not a bug, that'S a feature Hmm, maybe it would ...
by chris13524
Mon Dec 18, 2017 1:44 am
Forum: Not a bug
Topic: Power poles display yellow hitbox even though not in range
Replies: 6
Views: 361

Power poles display yellow hitbox even though not in range

Normal behavior when hovering over rail:
Image

Bad behavior when hovering over pole that is further away:
Image

This happens for all 3 types of power poles.
by chris13524
Mon Dec 18, 2017 1:31 am
Forum: Ideas and Suggestions
Topic: Threshold in Buffer Chests
Replies: 0
Views: 102

Threshold in Buffer Chests

Currently, buffer chests don't do much "buffering". Instead they just make items quicker to access. But as soon as something is retrieved from a buffer chest, another bot is dispatched to restore the stuff into the buffer chest. It's more of a pit stop than a buffer. I suggest that there be another ...
by chris13524
Sun Dec 17, 2017 11:24 pm
Forum: Ideas and Suggestions
Topic: Logistic Storage Statistics
Replies: 0
Views: 92

Logistic Storage Statistics

Similar to how roboports can report logistic network contents and robot statistics. I think there should be another mode where roboports will report storage statistics. This mode would report two numbers: storage capacity and the total items stored. There is one issue though: the stack sizes of item...
by chris13524
Sun Dec 17, 2017 11:21 pm
Forum: Ideas and Suggestions
Topic: Nuclear Artillery Shells
Replies: 32
Views: 2251

Re: Nuclear Artillery Shells

Dumping nukes via artillery is cool, but wouldn't laying down Rods of God from space be better? :roll: An alternative rocket payload, that gives you a targeting designator instead of science? I think a rocket is wayyy too expensive to be worth delivering atomic bombs. If the atomic bomb radius was ...
by chris13524
Sun Dec 17, 2017 11:08 pm
Forum: Ideas and Suggestions
Topic: Nuclear Artillery Shells
Replies: 32
Views: 2251

Re: Nuclear Artillery Shells

+1

I think this would be awesome and totally appropriate.
by chris13524
Fri Dec 15, 2017 9:53 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 14768

Re: Friday Facts #221 - 0.16 is out

Underground belts should NOT compress belts. (doesn't make sense) Side loading belts SHOULD compress belts. (makes sense, they are being forced into there) I'm not sure about inserters. On one hand it makes sense that they would compress it (in a similar fashion as side loading). But on the other ha...
by chris13524
Fri Dec 15, 2017 1:45 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.16.2] Lamps no longer stagger
Replies: 27
Views: 3287

[Twinsen][0.16.2] Lamps no longer stagger

In prior versions, lamps would turn off/on one at a time randomly. I thought this was nice. In the latest version, all the lamps turn off at the same time. For one, this doesn't look as nice as it was before. And second, it highly resembles that of a brown out. Every time it turns day, I almost shit...
by chris13524
Thu Dec 14, 2017 7:36 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [16.1] Strange position of progress bar in update window
Replies: 6
Views: 1145

Re: Odd update dialogue layout

Stole this from the Internet somewhere, but you can see behind the error message what the dialogue is suppose to look like:
Image

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