Search found 223 matches

by ManaUser
Sat Aug 03, 2019 2:33 am
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 60912

Re: Friday Facts #306 - Experimental Demo

One quick nitpick: In the evacuation stage it asks me to pick things up. But I'd already picked up everything I wanted in the previous step (OK, yeah I've played it before, but to me "prepare to evacuate" implies "pack your stuff" so I doubt I'd be the only one to respond that wa...
by ManaUser
Thu Aug 01, 2019 1:46 am
Forum: Ideas and Suggestions
Topic: Alert host when players join paused game
Replies: 0
Views: 485

Alert host when players join paused game

Pretty self-explanatory. Unless I'm going something wrong, it seems that currently when the game is paused I can't see players join. This is inconvenient since I might want to keep the game paused while I wait for someone to show up.
by ManaUser
Fri Jul 19, 2019 5:38 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208436

Re: Friday Facts #304 - Small bugs; Big changes

My only concern with the oil change is that it make could make heavy oil scarce. Although somewhat unusual, there are times when this could be an issue, such when you first start rolling our express (blue) belts. Currently switching one or more refineries back to basic oil processing was an easy sol...
by ManaUser
Fri May 03, 2019 10:18 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55464

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

IMHO, the wall remnants look a little too flat compared to the others, like the wall was ground into a fine powder... What about some nice toppled chunks?
by ManaUser
Fri Apr 12, 2019 10:36 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 36086

Re: Friday Facts #290 - Rail building changes & High-res icons

I like the idea of being able to start the rail planner without placing a rail first, but please keep the ability to connect to an existing rail too. Especially on the diagonals and curves it can be difficult to eyeball a connection, so being able to explicitly continue an existing rail will remain ...
by ManaUser
Tue Apr 09, 2019 7:27 pm
Forum: Releases
Topic: Version 0.17.28
Replies: 25
Views: 17249

Re: Version 0.17.28

Right, the top bug "Fixed a crash when hovering over some inventory-like GUI elements." must have been caught just after release of .27. It sounds pretty bad, so I guess they took it down immediately, and put out a fix.
by ManaUser
Sun Apr 07, 2019 4:45 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502748

Re: Simple Questions and Short Answers

Thanks guys for the answers. Still mightily confused about how to get rid of an empty blueprint, nothing seems to work... I'm not aware of any better way than using it and then deleting it. About pollution, is pollution consumed by biters to have them grow? But if yes, why biters in distant places ...
by ManaUser
Sat Apr 06, 2019 6:23 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 57958

Re: Friday Facts #289 - Character GUI

On thing in the character gui that is bugging me might be just me using it wrongly... [snip] Is there a way to only move items (all at once) from inventory to empty chest - without moving the locked in place stuff? You kinda are using it wrong, honestly. It's a filter, not a lock. It means "sa...
by ManaUser
Sat Apr 06, 2019 6:14 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 57958

Re: Friday Facts #289 - Character GUI

I don't understand what confuses you. There are two numbers, min and max. If they are both the same, only one number is shown. Otherwise both numbers are shown, min at the top and max at the bottom. Isn't that already what you are proposing? I disagree with merging them, and also with the fact that...
by ManaUser
Fri Apr 05, 2019 7:25 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 57958

Re: Friday Facts #289 - Character GUI

ixnorp wrote:
Fri Apr 05, 2019 7:22 pm
I'm concerned about how incredibly tiny that search button is on the mock up.
I thought that too, although you can always use ctrl+f. The button is probably there more as a hint that that you can do so than anything else. I would assume the tooltip also tells you the shortcut. If not it should.
by ManaUser
Fri Apr 05, 2019 7:23 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 57958

Re: Friday Facts #289 - Character GUI

I like the idea of merging requests and auto-trash, but the way the numbers are in this mockup is a bit confusing in my opinion. The fact that the way each is displayed depends on the state of the other seems more complicated than necessary. I think it would be better if they each had their own styl...
by ManaUser
Thu Mar 28, 2019 4:39 am
Forum: Campaign / Scenario suggestions
Topic: Tutorial experience - unfortunately not good
Replies: 6
Views: 4461

Re: Tutorial experience - unfortunately not good

I think the key problem is that they are trying to do two completely opposite things in one: a tutorial and a campaign. Yep, that's it right there. Making a tutorial that feels like a natural part of gameplay is something that sounds good, and has often been attempted, but it very rarely turns out ...
by ManaUser
Wed Mar 27, 2019 8:14 pm
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 23
Views: 8961

Re: Temporary Stations = Manual train mode

What if the train returned to manual mode only if it was manual before you set the temporary stop? There are reasons for wanting either manual or automatic, so I don't think switching from one assumption to the other is much of an improvement. But the state unchanged seems like it would have a great...
by ManaUser
Wed Mar 27, 2019 2:09 am
Forum: Not a bug
Topic: [0.17.21] [NOT A BUG, please move] Missing priority arrows on splitters
Replies: 2
Views: 1004

Re: [0.17.21] Missing priority arrows on splitters

Are you sure this isn't simply related to whether "alt mode" is turned on or not?
by ManaUser
Wed Mar 27, 2019 2:02 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16217

Re: A Deeper Look into Combat Robotics

Personally I would like to see them reworked to remove the assumption that they are single-use items. I would prefer they be more like construction robots. That would be a major change and mean, among other things, that they would need to be tough enough to stand a decent change of surviving fights....
by ManaUser
Tue Mar 26, 2019 5:59 pm
Forum: Ideas and Suggestions
Topic: Can you give back possibility to long waiting times for trains
Replies: 2
Views: 704

Re: Can you give back possibility to long waiting times for trains

Are you playing the current version? This was a bug earlier but it should be fixed now.

Note that the slider still only goes up to 120, but you can enter a higher number by clicking in the text box.
by ManaUser
Mon Mar 25, 2019 6:11 am
Forum: Balancing
Topic: A Deeper Look into Combat Robotics
Replies: 37
Views: 16217

Re: A Deeper Look into Combat Robotics

Good analysis. I too, stopped using them a long time ago after my initial tests proved unimpressive. I didn't even realize they got worse still in the latest version. If the devs can find time, I think they should give these guys a major overhaul before the 1.0 version. Like redesign from the ground...
by ManaUser
Mon Mar 25, 2019 5:40 am
Forum: Ideas and Suggestions
Topic: Hovering over cliffs with cliff explosives highlights the cliffs that will explode
Replies: 1
Views: 598

Re: Hovering over cliffs with cliff explosives highlights the cliffs that will explode

Yes please, that would be very helpful.

Or at least give us a circle showing the blast radius to make estimating easier.
by ManaUser
Mon Mar 25, 2019 5:33 am
Forum: This Forum
Topic: Spoiler tag
Replies: 13
Views: 4580

Re: Spoiler tag

It seems like this forum doesn't use the collapsible kind of spoilers, instead it just turns the text black-on-black, so it doesn't work with images.
by ManaUser
Sun Mar 24, 2019 6:20 pm
Forum: Gameplay Help
Topic: 0.17: How to deconstruct tile ghosts?
Replies: 4
Views: 2736

Re: 0.17: How to deconstruct tile ghosts?

This seems to work fine. 0eNplj9EKwjAMRf8lzx1s6FT6KyKlrNksdqk0mThG/9069WH4Fk5yc+9dwGEXiSVNnfhI5h4sESbQCzCKeBr4PSOJl9n0PggmM0aHoGu1xeXwvADZsexAfMBquEYWUODJ4bMI8kWBJEQ2lpxJsbuxiRRm0L0NjGpV/ZmskDHgJ+GX5/JWcCxW2wbVr4GCR8lUCOjjrm7atj01+0POL7XlVzo= I guess I can see how it's unintuitive that "tile gh...

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