Search found 44 matches

by teemu
Sat Aug 12, 2017 9:57 am
Forum: Ideas and Suggestions
Topic: Import/Export blueprints as PNG images
Replies: 7
Views: 5213

Re: Import/Export blueprints as PNG images

Mr. Mechanic wrote:The only problem I see here is that blueprint images cannot easily be distinguished from normal screenshots, and that might cause some confusion. I think making the data obviously visible (by reserving a bunch of pixels for it) would be better.
Maybe some kind of border?
by teemu
Sat Aug 12, 2017 9:42 am
Forum: Outdated/Not implemented
Topic: Change wording in deconstruction planner
Replies: 7
Views: 2778

Re: Change wording in deconstruction planner

The implication of blacklist of bad things and whitelist as a thing of good things is in the dictionary. Extending it to "things that pass or don't pass a filter" is a stretch and that gets confusing.
by teemu
Fri Aug 11, 2017 9:26 am
Forum: Outdated/Not implemented
Topic: Change wording in deconstruction planner
Replies: 7
Views: 2778

Change wording in deconstruction planner

"whitelist" and "blacklist" don't seem like the proper words for the deconstruction planner. "Whitelist" implies something you want and "blacklist" something you don't want. Except that the tool itself is used to remove unwanted stuff so it becomes a double ne...
by teemu
Tue Aug 08, 2017 11:59 am
Forum: Implemented Suggestions
Topic: Rename "vehicle acceleration" in fuel tooltips
Replies: 6
Views: 2182

Re: Rename "vehicle acceleration" in fuel tooltips

You could say humans also eat coal indirectly because the coal plants produce power for ovens and microwaves.
by teemu
Mon Aug 07, 2017 4:08 pm
Forum: Implemented Suggestions
Topic: Rename "vehicle acceleration" in fuel tooltips
Replies: 6
Views: 2182

Rename "vehicle acceleration" in fuel tooltips

Since the fuel also affects top speed, the name becomes somewhat misleading. I suggest to rename it "vehicle speed".

Edit: oh hey look, I'm a yellow inserter now. I can stop eating coal.
by teemu
Mon Aug 07, 2017 4:05 pm
Forum: Ideas and Suggestions
Topic: Make robots better at placing tiles
Replies: 5
Views: 2018

Re: Make robots better at placing tiles

Jap2.0 wrote:I say just default to stack size bonus.
That means the robots would top at 4 tiles. That's not really enough IMO. With, say, 3 Γ— stack size bonus robots would start out at 3 tiles and top at 12 tiles. I think it would be more reasonable.
by teemu
Mon Jul 31, 2017 3:02 pm
Forum: Ideas and Suggestions
Topic: Make robots better at placing tiles
Replies: 5
Views: 2018

Make robots better at placing tiles

The construction robots (while great at building stuff otherwise) are terrible at placing tiles. It takes 9 robots to cover a 3x3 area when a single one can build an entity that takes the same space. Or 25 robots to cover the base of a single oil refinery. This makes them ineffective at placing tile...
by teemu
Thu Jun 15, 2017 8:16 pm
Forum: Ideas and Suggestions
Topic: Add module slots to relevant tooltips
Replies: 0
Views: 472

Add module slots to relevant tooltips

Now that belt speed was added, I think this would be helpful. It would make it more obvious to newer players as for exactly what you get with e.g. level 2 and 3 assembling machines. Could also be useful with mods.
by teemu
Mon May 29, 2017 9:47 am
Forum: Implemented mod requests
Topic: [GUI] Add recipes for choose-elem-buttons
Replies: 0
Views: 610

[GUI] Add recipes for choose-elem-buttons

Right now the choose-elem-buttons that can be added to GUIs support entities, items, tiles and signals. There's nothing for recipes, though. I'm working on a mod in which the player should be able to choose a recipe and right now I'm torn between multiple bad options.
by teemu
Sun May 14, 2017 7:31 pm
Forum: News
Topic: Friday Facts #190 - The quiet days
Replies: 68
Views: 37548

Re: Friday Facts #190 - The quiet days

Perhaps you could make it clearer that steam is just another state of water? Make it appear as steam but make clear to the player that it's actually still water.

(Then you could let boilers make sulfuric acid steam again!)
by teemu
Fri May 12, 2017 11:25 am
Forum: Duplicates
Topic: [0.15.10] Power armor tech dependencies
Replies: 1
Views: 619

[0.15.10] Power armor tech dependencies

Power armor requires processing units to craft. However, the power armor technology does not require the "Advanced electronics 2"-technology that unlocks processing units.
by teemu
Mon May 08, 2017 3:40 pm
Forum: Modding help
Topic: Invisible ghosts..?
Replies: 2
Views: 949

Re: Invisible ghosts..?

Ah right. That explains. Thanks.
by teemu
Mon May 08, 2017 11:06 am
Forum: Modding help
Topic: Invisible ghosts..?
Replies: 2
Views: 949

Invisible ghosts..?

I tried to create an inserter ghost with the in-game console but it seems to be invisible and in general just not there: /c E = game.player.surface.create_entity{name = "entity-ghost", inner_name = "inserter", position = game.player.position, expires = false} If I, however, use E...
by teemu
Wed May 03, 2017 9:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Biters are made out of wood
Replies: 3
Views: 2481

[0.15.6] Biters are made out of wood

Found this little glitch while screwing around: Go into peaceful mode, find a biter nest near a tree and equip a steel axe, discard other weapons Start chopping down the tree, but don't chop it down fully. Start whacking biters with the axe. You will hear wooden chop noises, and the tree you were ch...
by teemu
Wed May 03, 2017 12:18 pm
Forum: Duplicates
Topic: Unable to type accented characters
Replies: 5
Views: 1515

Re: Unable to type accented characters

i'm playing with the Finnish language and locale, fi_FI.UTF-8. Indeed it looks like these two reports are of the same issue, I also cannot write Russian characters.
by teemu
Wed May 03, 2017 10:54 am
Forum: Duplicates
Topic: Unable to type accented characters
Replies: 5
Views: 1515

Unable to type accented characters

In 0.15 it does not appear to be possible to write accented characters such as 'Γ€' and 'ΓΆ'. In 0.14 this was possible. This applies to all input boxes, such as train station names, search boxes and console input. This is on Ubuntu 16.10. It is, however, possible to write the accented characters else...
by teemu
Sat Apr 29, 2017 10:29 pm
Forum: Duplicates
Topic: Unable to use steam as a train wait condition
Replies: 3
Views: 1199

Unable to use steam as a train wait condition

In 0.15 you can now use fluid wagon contents as a wait condition. However, steam is not listed there, so if the train has a fluid wagon with steam, you cannot use the steam as a wait condition. There also is no steam signal, so train stops cannot output the steam data either. edit: hmm nevermind. L...
by teemu
Thu Apr 27, 2017 5:02 pm
Forum: Not a bug
Topic: Fluid wagon loading/unloading is unintuitive
Replies: 7
Views: 68944

Re: Fluid wagon loading/unloading is unintuitive

It's not about the animation. The robot arm appears on the pump when placed next to a rail. The problem I'm finding is that this only happens when there's a pipe behind the pump, which makes it unclear about whether it's correct or not and the game does not preview it. http://i.imgur.com/h04AJ0l.jpg...
by teemu
Thu Apr 27, 2017 4:54 pm
Forum: Not a bug
Topic: Fluid wagon loading/unloading is unintuitive
Replies: 7
Views: 68944

Re: Fluid wagon loading/unloading is unintuitive

Tumeden wrote:You just didn't power the pump...
Image

This is not a matter of whether it actually works. It's about whether it looks like it's going to work. The game should express that "yes that's right go ahead".
by teemu
Thu Apr 27, 2017 4:22 pm
Forum: Not a bug
Topic: Fluid wagon loading/unloading is unintuitive
Replies: 7
Views: 68944

Fluid wagon loading/unloading is unintuitive

This could probably be worded as both a feature suggestion or a bug but in my opinion it's a clear problem in any case. When you place down a pump next to a rail tanker nothing special happens: https://i.imgur.com/VdDo4N5.jpg To whoever knows how rail tankers are loaded (including me now), it's clea...

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