Search found 197 matches

by chris13524
Fri Oct 25, 2019 2:09 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 116
Views: 9558

Re: Friday Facts #318 - New Tooltips

Great stuff!

But please. For the love of god. Consistent capitalization!
by chris13524
Fri Sep 13, 2019 3:41 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 18365

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Why do you keep hitting yourself in the head with this idea that any action by anything anywhere should be prevented if it leads to fluid mixing? It seems silly complicated and overly invasive compared to the alternative, which is to say pipes connect if they they are compatible, and does not conne...
by chris13524
Fri Aug 23, 2019 2:16 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 21852

Re: Friday Facts #309 - Controversial opinions

I actually really like the last two ones. For power-user hotkeys, I can't tell you how many times I've accidentally hit a hotkey in Thunderbird and got my messages moved to some other folder, marked as junk, or "ignored thread". Just because there was some useless hotkey to do such an obscure task. ...
by chris13524
Fri Aug 09, 2019 7:43 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 11595

Re: Friday Facts #307 - 0.17 stable candidate

Maybe some small surprises along the way.
spidertron confirmed.
by chris13524
Fri May 31, 2019 1:41 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 16571

Re: Friday Facts #297 - New resource icons

Oh god why is the first GIF actually a GIF and not a video? 4M file here we come...
by chris13524
Tue May 28, 2019 9:55 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.43] Light lines visible in terrain next to curved rails when zoomed out
Replies: 1
Views: 490

[posila][0.17.43] Light lines visible in terrain next to curved rails when zoomed out

See the attached screenshots. When zoomed all the way out, you can see thick light lines in the terrain next to curved rails.

Let me know if you can't reproduce and/or need more information :)
by chris13524
Tue May 28, 2019 2:59 pm
Forum: General discussion
Topic: No dynamic train refueling yet?
Replies: 12
Views: 1563

Re: No dynamic train refueling yet?

However, I found as my base grew, one fuel train wasn't keeping up, particularly to deliver fuel fast enough to the smelters where my ore trains picked up fuel (and yes I know it is going to be more efficient once I push the smelters out to the ore fields and deliver plates instead of ore but that ...
by chris13524
Mon May 27, 2019 3:26 am
Forum: General discussion
Topic: No dynamic train refueling yet?
Replies: 12
Views: 1563

No dynamic train refueling yet?

I could've sworn that one of the FFF's talked about the ability to conditionally go to stations (e.g. if fuel is low or it got a circuit signal from a station). This would allow the ability to automatically go to a refueling station when the fuel is low. This isn't as much of a problem when you only...
by chris13524
Sat Apr 06, 2019 3:44 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 15804

Re: Friday Facts #289 - Character GUI

Changing the display of numbers the logistics slots in different scenarios is awkward IMO. It could be as simple as a range: 0-0, 0-50, 50-50, 50-200, 50-inf, etc. Left number is min, right is max. No need to remove numbers in certain cases. Clicking the slot brings up a modal to adjust the min/max....
by chris13524
Fri Feb 01, 2019 8:19 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 28905

Re: Friday Facts #280 - Visual Feedback is the king

The visualization for the precedence levels make no sense to me. (and what the precedence is actually, I have no idea) conditional stations Does this mean that we would be able to dynamically add stations to the train or reprogram it (remotely?)? I'd like to see the ability to implement a logistic n...
by chris13524
Wed Jan 30, 2019 6:14 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 23831

Re: Friday Facts #279 - Train GUI & Modern Spitter

This FFF hints at, but does not really explicitly confirm or deny, a thing I have wanted for a long time: Condition combination control; that is, currently with AND and OR, your ability to control is somewhat limited if you want them combined in complex ways. For example, there is no way to achieve...
by chris13524
Fri Jan 25, 2019 5:52 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 23831

Re: Friday Facts #279 - Train GUI & Modern Spitter

It seems too easy to avoid the acid balls. Would it be possible to "underpredict" how far to overshoot based on the average distance the player moved in any one direction over the past, say, 10 seconds? This way, it doesn't always shoot as if the player would keep running straight in one direction, ...
by chris13524
Fri Oct 05, 2018 3:26 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 12097

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: 93
Views: 15790

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: 20654

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: 20478

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: 45067

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: 17409

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

What ever happened to the community spotlight section?

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