Search found 870 matches

by mexmer
Fri Dec 14, 2018 3:53 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 50031

Re: Friday Facts #273 - Cutscene controller & Localisation plan



Why does the rail clock clear all segments on transition and not only this needed to be cleared?
There is plently room for optimisationalso as the transitions take ages.


Because it's much easier that way.
Feel free to send a pr when 0.17 is out :v


I don’t know how difficult is to translate ...
by mexmer
Thu Dec 13, 2018 12:29 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 356652

Re: Friday Facts #266 - Cleanup of mechanics



It is unfortunate reality of early access games - you might see the game as something else than what developers see it as and end up being disappointed when the development progresses and the game gets closer to vision of developers rather than what you have thought it is going to be. So I feel ...
by mexmer
Wed Dec 12, 2018 7:19 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1445814

Re: [0.16] Sea Block Pack 0.2.17


(bad english)
Good modpack, because hard.
Some notes:
1. Techonology "Blue chest" requere yellow and pink flasks. But this flask is high tiers. Available in end game. But middle game very needs blue chests. I long time manualy created pink and gold flask. Only for this technology.
2. May be add ...
by mexmer
Sat Dec 08, 2018 3:07 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 49941

Re: Friday Facts #272 - Mod GUI





I hope that you will tie the mod also to the saves.....

I ply currently with some mods, but when i want to do the Lazy-Bastard-mod i need to start a clean game without any mods (which is just fine)
But when i want to switch back to my 'usual' save-game i need to remember all the used mod ...
by mexmer
Fri Dec 07, 2018 7:27 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 49941

Re: Friday Facts #272 - Mod GUI



I hope that you will tie the mod also to the saves.....

I ply currently with some mods, but when i want to do the Lazy-Bastard-mod i need to start a clean game without any mods (which is just fine)
But when i want to switch back to my 'usual' save-game i need to remember all the used mod and ...
by mexmer
Fri Dec 07, 2018 12:22 pm
Forum: News
Topic: Friday Facts #272 - Mod GUI
Replies: 78
Views: 49941

Re: Friday Facts #272 - Mod GUI

Do i understand correctly from mockup, that dependcies are clickable links, which will take me to dependency mod?

i still miss option to download dependencies automatically, tho'.

but i like new interface, not sure how it look on small display tho'. (like those hdready notebook displays wtih ...
by mexmer
Wed Nov 28, 2018 9:11 pm
Forum: Technical Help
Topic: Adjusting Mod Startup Settings in Headless Server
Replies: 5
Views: 11287

Re: Adjusting Mod Startup Settings in Headless Server



So there is no way to adjust startup settings without writing our own .dat parser, or figuring out how to use the proof-of-concept?

That is unfortunate, but thank you.


Not tested, but I think you could probably adjust the settings on a normal (ie GUI) single player client, then just copy ...
by mexmer
Tue Nov 27, 2018 8:01 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3804
Views: 2309681

Re: Development and Discussion



while such idea is appealing, and even will make sense, such linear scaling will not make much sense, also there is issue with graphic, just enlarged classic assembler to 6x6 will look fugly. (and i don't think about pixelating, if you use lowres sprite, i'm talking about fact, that current ...
by mexmer
Tue Nov 27, 2018 12:15 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 60780

Re: Friday Facts #270 - HR Substation & Save/Load overview

posila wrote: Mon Nov 26, 2018 8:40 pm
mexmer wrote: Mon Nov 26, 2018 8:36 pmfirs person factorio? when
Soon. Sign up for closed alpha access: https://www.satisfactorygame.com/ (or play now? https://store.steampowered.com/app/2542 ... t_Evolved/)
if you can make it before HL3 is out, it will be nice :mrgreen:
by mexmer
Mon Nov 26, 2018 8:36 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 60780

Re: Friday Facts #270 - HR Substation & Save/Load overview


:o I hope I didn't give you any new ideas. I mean I think it could probably be done. What the operating system is doing during COW is not much more than a simple memory copy. If you do that manually you should be more efficient. You'd just have to use an allocator for everything relevant for the ...
by mexmer
Mon Nov 26, 2018 1:13 pm
Forum: Implemented Suggestions
Topic: New types of rails (curves, s-curves ...)
Replies: 30
Views: 32785

Re: New types of rails (curves, s-curves ...)



If there will be z axis then not just land bridges (for crossings) will be possible, but also tunels. I enjoyed that a lot in transport tycoon, i will not work with fake elevation we have now, tho’. Although, since we have ug belts, why not ug rails? :)


Tunnels are different than bridges ...
by mexmer
Mon Nov 26, 2018 1:11 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3804
Views: 2309681

Re: Development and Discussion






I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for ...
by mexmer
Sun Nov 25, 2018 7:09 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3804
Views: 2309681

Re: Development and Discussion




I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for all ...
by mexmer
Sun Nov 25, 2018 1:55 pm
Forum: Implemented Suggestions
Topic: New types of rails (curves, s-curves ...)
Replies: 30
Views: 32785

Re: New types of rails (curves, s-curves ...)

If there will be z axis then not just land bridges (for crossings) will be possible, but also tunels. I enjoyed that a lot in transport tycoon, i will not work with fake elevation we have now, tho’. Although, since we have ug belts, why not ug rails? :)
by mexmer
Sun Nov 25, 2018 12:02 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3804
Views: 2309681

Re: Development and Discussion


I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for all ...
by mexmer
Sat Nov 24, 2018 6:02 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 60780

Re: Friday Facts #270 - HR Substation & Save/Load overview


dear Factorio Team,

I feel it is very fair and considerate of you to make migration of saves from previous versions possible. I think that considerations in this go a long way with people who played and supported the game from the beginning. I only ever joined at version 0.16.39 so when version 0 ...
by mexmer
Fri Nov 23, 2018 7:59 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 60780

Re: Friday Facts #270 - HR Substation & Save/Load overview

tbh, i like old substation more, this one looks like bunker with pole, old one, looked like pole with capacitors, but at least you got impression of central energy point, from bunker, you don't get that feeling.

i would not mind pole sticking from transformer block, or pole with ground connections ...
by mexmer
Wed Nov 21, 2018 6:36 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 130582

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

yblondinca wrote: Wed Nov 21, 2018 4:50 pm So now we have green circuits mixed on our uranium belt. Great job devs *twitch* lol

gross.jpg
all green, it's OK :mrgreen:
by mexmer
Wed Nov 21, 2018 1:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution
Replies: 12
Views: 7485

Re: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution

this is weird, diablo 3 resize works for me both ways (UHD connected to 1050Ti, FHD - actually 1920x1200 - connected to onboard gpu).

i reported when there was that issue with having "empty" space from windows toolbar, after move ...

anyways, blizzard games support doesn't bellong here :mrgreen ...
by mexmer
Wed Nov 21, 2018 12:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution
Replies: 12
Views: 7485

Re: [0.16.51] Factorio fulscreen windows doesn't upsize when moving between displays with different resolution

hmm, i will send ticket to blizzard, have not played SC2 for a while.
i know, they fixed it for diablo, like year ago or so (before necro came out).

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