Search found 207 matches
- Wed Jan 30, 2019 6:14 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 83811
Re: Friday Facts #279 - Train GUI & Modern Spitter
This FFF hints at, but does not really explicitly confirm or deny, a thing I have wanted for a long time: Condition combination control; that is, currently with AND and OR, your ability to control is somewhat limited if you want them combined in complex ways. For example, there is no way to achieve...
- Fri Jan 25, 2019 5:52 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 83811
Re: Friday Facts #279 - Train GUI & Modern Spitter
It seems too easy to avoid the acid balls. Would it be possible to "underpredict" how far to overshoot based on the average distance the player moved in any one direction over the past, say, 10 seconds? This way, it doesn't always shoot as if the player would keep running straight in one d...
- Fri Nov 16, 2018 3:22 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 91587
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Don't forget about spidertron!
- Fri Oct 05, 2018 3:26 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 42528
Re: Friday Facts #263 - Trains in blueprints
Super awesome!!! The fuel is an interesting one. Modules don't get consumed. But fuel does. The fuel will have to be replenished eventually anyways, so the feature should only address the short term now-to-next-refuel situation (e.g. you don't have fuel replenishing at your mines, but you build the ...
- Fri Jul 20, 2018 2:40 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 47571
Re: Friday Facts #252 - Sound design & Map editor
I think it would be awesome if the floor tiling around the spawners would automatically grow up to a certain distance from a spawner to create "Enemy Territory". All (most) entities would have a special display mode which would make them covered in vines and things. Trees would turn black,...
- Fri Jun 08, 2018 2:26 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 67823
Re: Friday Facts #246 - The GUI update (Part 3)
I agree with @ledow, what does that red reloading button do? Also, next to the seed, there is a...shuffle button? I guess that's OK if you think about it enough, but perhaps the circular arrow would be better? Also as @Bilka mentions, there is an inconsistency between editable fields. Some of them a...
- Fri Apr 13, 2018 10:54 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 61273
Re: Friday Facts #238 - The GUI update (Part II)
If not already, it may be worth adding a maximum size to the research queue. This prevents players from planning out their entire research flow which kind of ruins the fun. Just a thought.
- Wed Mar 28, 2018 12:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.35] Crash on single core system in graphics options
- Replies: 4
- Views: 5016
Re: [Rseding91] [0.16.35] Crash on single core system in graphics options
Wow. What a nice bug report!
- Fri Feb 02, 2018 7:34 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 83389
Re: Friday Facts #228 - High resolution turrets
[Moderated by Koub]
Edit: nevermind
Edit: nevermind
- Fri Jan 19, 2018 7:02 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 45220
Re: Friday Facts #226 - New mod portal & other news
What ever happened to the community spotlight section?
- Sat Jan 13, 2018 5:04 pm
- Forum: Not a bug
- Topic: Inconsistent combat robot damage type naming
- Replies: 3
- Views: 1493
Inconsistent combat robot damage type naming
In the research, it shows as "beam". (unrelated: odd coloring only shows in screenshot) https://i.imgur.com/qW6env5.png But in the combat robot tooltip, it shows as "electric". https://i.imgur.com/HCMHdDX.png And in the bonuses, it just says "damage". https://i.imgur.co...
- Fri Jan 05, 2018 2:06 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Artillery Shells
- Replies: 32
- Views: 12590
Re: Nuclear Artillery Shells
OK for nuclear artillery, but as with nuclear rockets, blast radius should be greater than range :mrgreen: I would love to have radiation in game. Including "no, you cannot just run across a uranium ore patch without taking damage" and "you cannot stockpile thousands and thousands of...
- Mon Dec 18, 2017 5:24 pm
- Forum: Not a bug
- Topic: Power poles display yellow hitbox even though not in range
- Replies: 6
- Views: 2346
Re: Power poles display yellow hitbox even though not in range
Changelog 0.16.0: Electric poles and power switches can be opened from the zoomed-to-world view. If you can do this, that means you can click them while you are not in range?! EDIT: Yes you can click every pole in your view to check the energy That's not a bug, that'S a feature Hmm, maybe it would ...
- Mon Dec 18, 2017 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Artillery Shells
- Replies: 32
- Views: 12590
Re: Nuclear Artillery Shells
People have made bases that can pump out a rocket a minute. I don't see a problem with that. A RPM base is pretty damn huge. Calling down 10 nukes a minute is pretty damn impressive all on its own. It probably won't compare to the current super power of artillery, and it would certainly have no val...
- Mon Dec 18, 2017 3:07 pm
- Forum: Not a bug
- Topic: Power poles display yellow hitbox even though not in range
- Replies: 6
- Views: 2346
Re: Power poles display yellow hitbox even though not in range
Changelog 0.16.0: Electric poles and power switches can be opened from the zoomed-to-world view. If you can do this, that means you can click them while you are not in range?! EDIT: Yes you can click every pole in your view to check the energy That's not a bug, that'S a feature Hmm, maybe it would ...
- Mon Dec 18, 2017 1:44 am
- Forum: Not a bug
- Topic: Power poles display yellow hitbox even though not in range
- Replies: 6
- Views: 2346
Power poles display yellow hitbox even though not in range
Normal behavior when hovering over rail:
Bad behavior when hovering over pole that is further away:
This happens for all 3 types of power poles.
Bad behavior when hovering over pole that is further away:
This happens for all 3 types of power poles.
- Mon Dec 18, 2017 1:31 am
- Forum: Ideas and Suggestions
- Topic: Threshold in Buffer Chests
- Replies: 0
- Views: 616
Threshold in Buffer Chests
Currently, buffer chests don't do much "buffering". Instead they just make items quicker to access. But as soon as something is retrieved from a buffer chest, another bot is dispatched to restore the stuff into the buffer chest. It's more of a pit stop than a buffer. I suggest that there b...
- Sun Dec 17, 2017 11:24 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Storage Statistics
- Replies: 0
- Views: 683
Logistic Storage Statistics
Similar to how roboports can report logistic network contents and robot statistics. I think there should be another mode where roboports will report storage statistics. This mode would report two numbers: storage capacity and the total items stored. There is one issue though: the stack sizes of item...
- Sun Dec 17, 2017 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Artillery Shells
- Replies: 32
- Views: 12590
Re: Nuclear Artillery Shells
Dumping nukes via artillery is cool, but wouldn't laying down Rods of God from space be better? :roll: An alternative rocket payload, that gives you a targeting designator instead of science? I think a rocket is wayyy too expensive to be worth delivering atomic bombs. If the atomic bomb radius was ...
- Sun Dec 17, 2017 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Artillery Shells
- Replies: 32
- Views: 12590
Re: Nuclear Artillery Shells
+1
I think this would be awesome and totally appropriate.
I think this would be awesome and totally appropriate.