Search found 90 matches
- Tue Feb 26, 2019 9:31 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 246713
Re: Version 0.17.0
Alright, so there's "undo" - cool. Why no "redo"? Either in Ctrl+Shift+Z, or Ctrl+Y. Also, why doesn't "undo" work with upgrade planners? I'm not reporting it as a bug because from the changelog i take it was intentional, or at least is known and possibly being worked o...
- Tue Feb 26, 2019 8:12 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 156237
Re: Friday Facts #283 - Prepare to Launch
[i guess it wasn't an appropriate place to talk about 0.17, removed]
- Fri Feb 22, 2019 9:57 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 156237
Re: Friday Facts #283 - Prepare to Launch
Only effective method is to jump in the middle? Are we playing the same game? Turret creep, nukes, kiting an ever decreasing circle focusing on spawners, slowly advancing in a tank using explosive rounds supported by bots and personal lasers, poison capsules....thatโs five ways off the top of my he...
- Fri Feb 22, 2019 8:30 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 156237
Re: Friday Facts #283 - Prepare to Launch
oh, the conversation about enemy spawners/bases reminded me of this annoying issue in Factorio with destroying them: the biters respawn WAY to quickly imo. currently, the only effective method of destroying a base that i found is to jump in the middle of it, preferably in a tank, destroy the spawner...
- Fri Feb 22, 2019 7:00 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 156237
Re: Friday Facts #283 - Prepare to Launch
cool, i can't wait for the update. one minor thing bugs me, however, and it's that weird difference that i can't put into words of the logistic chest "doors", between them being closed and during the opening animation... new_log_chest_cut.gif the color changes slightly, and it loses its 'd...
- Sat Jan 19, 2019 10:13 am
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66285
Re: Friday Facts #278 - The new quickbar
Clicking the shortcut, will grab the first available stack from the inventory. Wouldn't it be better to grab the last available stack from the inventory? So there is no more than 1 uncomplete stack of items at any given time. with unsorted inventory no order of getting stacks will change that risk,...
- Fri Jan 18, 2019 4:54 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66285
Re: Friday Facts #278 - The new quickbar
In regards to some of the requests for a quickbar that is constant between saves, I don't think this is necessary, you start with only the most basic stuff and your quickbar will evolve over time as you complete research. Makes no sense to have a quick bar with red belts or electric furnaces on it ...
- Fri Jan 18, 2019 3:24 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 66285
Re: Friday Facts #278 - The new quickbar
Phew, i'm honestly relieved to hear that you didn't drop this idea after all, and it's looking great! well, nearly... As for the ghost cursor stuff, I don't really like having it disabled by default. You already know theres gonna be 100 million people who will never realise that its an option. I thi...
- Fri Jan 04, 2019 5:22 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64684
Re: Friday Facts #276 - Belt item spacing & Script rendering
There is a visual requirement that belts only move integer number of pixels every tick, so that is 1/2/3 pixels for transport belt, fast belt, express belt respectively. Why? Aren't those pixel distances only valid for a zoom of 1.0 ? I assume it's more likely that a player is on a different zoom l...
- Fri Jan 04, 2019 3:29 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64684
Re: Friday Facts #276 - Belt item spacing & Script rendering
Despite having to change some blueprints now, i'm obviously 100% in support of this change.
Just one thing bugs me... why the hell was it the way it was for so long?
Just one thing bugs me... why the hell was it the way it was for so long?