Search found 207 matches

by chris13524
Wed Jan 30, 2019 6:14 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 36851

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...
by chris13524
Fri Jan 25, 2019 5:52 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 36851

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...
by chris13524
Fri Oct 05, 2018 3:26 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 20233

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 ...
by chris13524
Fri Jul 20, 2018 2:40 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 25898

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,...
by chris13524
Fri Jun 08, 2018 2:26 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 32397

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...
by chris13524
Fri Apr 13, 2018 10:54 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 31615

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.
by chris13524
Fri Feb 02, 2018 7:34 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 55924

Re: Friday Facts #228 - High resolution turrets

[Moderated by Koub]

Edit: nevermind
by chris13524
Fri Jan 19, 2018 7:02 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 24529

Re: Friday Facts #226 - New mod portal & other news

What ever happened to the community spotlight section?
by chris13524
Sat Jan 13, 2018 5:04 pm
Forum: Not a bug
Topic: Inconsistent combat robot damage type naming
Replies: 3
Views: 659

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...
by chris13524
Fri Jan 05, 2018 2:06 pm
Forum: Ideas and Suggestions
Topic: Nuclear Artillery Shells
Replies: 32
Views: 6647

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...
by chris13524
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: 1180

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 ...
by chris13524
Mon Dec 18, 2017 3:09 pm
Forum: Ideas and Suggestions
Topic: Nuclear Artillery Shells
Replies: 32
Views: 6647

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...
by chris13524
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: 1180

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 ...
by chris13524
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: 1180

Power poles display yellow hitbox even though not in range

Normal behavior when hovering over rail:
Image

Bad behavior when hovering over pole that is further away:
Image

This happens for all 3 types of power poles.
by chris13524
Mon Dec 18, 2017 1:31 am
Forum: Ideas and Suggestions
Topic: Threshold in Buffer Chests
Replies: 0
Views: 287

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...
by chris13524
Sun Dec 17, 2017 11:24 pm
Forum: Ideas and Suggestions
Topic: Logistic Storage Statistics
Replies: 0
Views: 327

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...
by chris13524
Sun Dec 17, 2017 11:21 pm
Forum: Ideas and Suggestions
Topic: Nuclear Artillery Shells
Replies: 32
Views: 6647

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 ...
by chris13524
Sun Dec 17, 2017 11:08 pm
Forum: Ideas and Suggestions
Topic: Nuclear Artillery Shells
Replies: 32
Views: 6647

Re: Nuclear Artillery Shells

+1

I think this would be awesome and totally appropriate.

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