Search found 90 matches

by Shingen
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...
by Shingen
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]
by Shingen
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....thatโ€™s five ways off the top of my he...
by Shingen
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...
by Shingen
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...
by Shingen
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,...
by Shingen
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 ...
by Shingen
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...
by Shingen
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...
by Shingen
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?

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