Search found 2416 matches

by BlueTemplar
Sat Feb 16, 2019 2:55 pm
Forum: Ideas and Suggestions
Topic: Simplified Research display
Replies: 5
Views: 1053

Re: Simplified Research display

Ok, some of the logic/code ... :P
by BlueTemplar
Sat Feb 16, 2019 10:01 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84466

Re: Friday Facts #282 - 0.17 in sight

Yeah, sure, I haven't dared to suggest it because of : Not all of the things that we originally planned to be done were done (surprise), but we just left any non-essential stuff for later so we won't postpone the release any further. Though I guess that it could be part of : The smaller releases wil...
by BlueTemplar
Sat Feb 16, 2019 9:57 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 6348

Re: Very few bots are utilized for construction jobs (Modded AB Game)

Since this is only happening when you are laying a few tracks and not at the huge crossing, maybe you can use FARL to lay down the long distance train tracks. I thought of that :( But what I'm laying down is a grid with enough crossings that I'm not sure it would save me time. I don't think I could...
by BlueTemplar
Sat Feb 16, 2019 9:45 am
Forum: Ideas and Suggestions
Topic: Simplified Research display
Replies: 5
Views: 1053

Re: Simplified Research display

I think it's like this because it re-uses recipe code, with time being treated as just another ingredient ?
by BlueTemplar
Sat Feb 16, 2019 9:32 am
Forum: Ideas and Suggestions
Topic: night rendering with eye adaptation
Replies: 4
Views: 1504

Re: night rendering with eye adaptation

Interesting, I don't think I've ever seen a game with a hue shift towards blue at night, and it was my understanding that we tend to perceive the rod "color" as just luminance (grey) ? Sharper lights/shadows sounds great ! Note that this has already been discussed several times in the FFFs...
by BlueTemplar
Sat Feb 16, 2019 9:19 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84466

Re: Friday Facts #282 - 0.17 in sight

R3vo wrote:
Sat Feb 16, 2019 9:12 am
Image
I think the list on the right should be sorted alphabetically by default.
Ok, but only if blueprints are automatically prefixed by timestamps !
by BlueTemplar
Sat Feb 16, 2019 9:17 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84466

Re: Friday Facts #282 - 0.17 in sight

Create a map without trees I've always wondered, when you do this, how do you get your first power pole? I suspect maybe logs will still be lying around. Though that makes me wonder... with no trees where would they come from? EDIT: No I just tried in and at least in 0.16 there is no wood anywhere....
by BlueTemplar
Sat Feb 16, 2019 9:11 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84466

Re: Friday Facts #282 - 0.17 in sight

Are blueprints and blueprint books automatically synced as individual files/directories from and to the disk? Then I could init a Git repository there and version control all my blueprints... :geek: They are not (just blueprint.dat). What you say makes sense, but I'm not sure what to do with that :...
by BlueTemplar
Sat Feb 16, 2019 8:56 am
Forum: Gameplay Help
Topic: Is there a way to start crafting from pipette?
Replies: 5
Views: 1921

Re: Is there a way to start crafting from pipette?

That's because you don't have the required ingredients !
by BlueTemplar
Fri Feb 15, 2019 9:13 pm
Forum: Gameplay Help
Topic: Is there a way to start crafting from pipette?
Replies: 5
Views: 1921

Re: Is there a way to start crafting from pipette?

Drop all the items of that type that you have in your inventory beforehand... or use HotCraft !
by BlueTemplar
Fri Feb 15, 2019 9:08 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84466

Re: Friday Facts #282 - 0.17 in sight

Merssedes wrote:
Fri Feb 15, 2019 6:05 pm
Native seablock-type maps? ^_^
It's not Sea Block if you start on more than one tile and you're forced to extract resources from the seawater ! :P
by BlueTemplar
Fri Feb 15, 2019 5:46 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84466

Re: Friday Facts #282 - 0.17 in sight

To be honest, as I put this together, most of it sounds like gibberish, no offense; descriptors like "Coverage" and "Bias" don't mean anything to me. I'd be more comfortable with "Frequency" and "Size" that you had before, and it could be applied to everythin...
by BlueTemplar
Fri Feb 15, 2019 5:39 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 84466

Re: Friday Facts #282 - 0.17 in sight

Meow, meow, Kitty want to know, will the new map generator compatible with Resource Spawner Overhaul mod where the preview function in present version is unavailable..? Meow..! It sounds like that with all these new features we won't even *need* RSO anymore ? This has the side-effect that if you do...
by BlueTemplar
Thu Feb 14, 2019 6:20 pm
Forum: Angels Mods
Topic: Thoughts on ore processing
Replies: 22
Views: 12485

Re: Thoughts on ore processing

I tend to play with a significant biter presence (or Sea Block), which means that I have to care about pollution and space (or just space), so I can't just scale my production at will...
by BlueTemplar
Thu Feb 14, 2019 6:18 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532440

Re: [MOD 0.14] AAI Programmable Vehicles

In a real multiplayer game, all the players are simulated on ALL the instances of the game !
by BlueTemplar
Wed Feb 13, 2019 9:29 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387514

Re: Development and Discussion

Getting nickel and cobalt lets you use a better steel recipe. And then you also want nickel + steel and cobalt + steel for the cobalt steel and nickitol so it's nice to have those right there. Well, the first ones are Steel 3, so I'm still far away from that, I haven't used Invar much, uses for Nit...
by BlueTemplar
Wed Feb 13, 2019 9:23 am
Forum: Gameplay Help
Topic: Unusual circuit behavior for Kovarex Design
Replies: 5
Views: 1792

Re: Unusual circuit behavior for Kovarex Design

I never got as far as Kovarex, but I'm pretty sure that combinators indeed need 1 tick to work, and that it can cause issues. Someone was using a mod I can't seem to find right now to get around this limitation (for his custom AAI setup), but there seem to be several mods available that could be goo...
by BlueTemplar
Wed Feb 13, 2019 9:10 am
Forum: This Forum
Topic: Picture scaling?
Replies: 12
Views: 3462

Re: Picture scaling?

The second picture info shows for me :

Code: Select all

1,624px × 870px (scaled to 966px × 518px)
(I have 1920 columns - a FullHD wide screen, I use 150% browser zoom by default.)
by BlueTemplar
Wed Feb 13, 2019 8:56 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1011362

Re: [0.16] Sea Block Pack 0.2.17

My bad, Angel's Industries isn't actually part of Sea Block, I'm the one that added it in my game... :P
(Angels : Gotta catch them all ! :lol: )

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