Search found 62 matches

by Twisted_Code
Thu Nov 22, 2018 1:58 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 47041

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I'm not sure how I feel about seeing the reverse belt for the entire length of the belt. Sure, it's cool to see that as opposed to the belt "disappearing" into the dirt/concrete/even-harder-material, but this change has a side effect that you see a reverse belt even when there shouldn't be...
by Twisted_Code
Fri Oct 12, 2018 5:17 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 22626

Re: Friday Facts #264 - Texture streaming

I'm an IT student, but I'm still getting lost in the explanation somehow. Could someone try to break it down for me?
by Twisted_Code
Sat Sep 29, 2018 6:20 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 27748

Re: Friday Facts #262 - Hello my name is: Compilatron

absolutely brilliant! In my opinion, the game has been in need of a companion NPC for some time now, so nice thinking making it a robot so the idea you crash landed alone (ignoring, of course, multiplayer) still works. I was beginning to feel sorry for the lonely protagonist, what with the awkward i...
by Twisted_Code
Wed Oct 19, 2016 1:13 am
Forum: Pending
Topic: Has anyone else found the exploitable bug with manual crafti
Replies: 3
Views: 759

Re: Has anyone else found the exploitable bug with manual crafti

Don't forget that some recipes produce more than 1 item and they aren't all needed to craft something. Like copper wire - if a recipe only needs 1 it will craft 1 set of copper wire and you end up with the extra in your inventory. Thanks, but this is definitely a bug. If it's not producing free stu...
by Twisted_Code
Sun Oct 16, 2016 3:58 pm
Forum: Pending
Topic: Has anyone else found the exploitable bug with manual crafti
Replies: 3
Views: 759

Has anyone else found the exploitable bug with manual crafti

I have searched to the point of being reasonably sure this has not been reported already: on a 0.14.13 server that I have running from the command line, I noticed that under certain circumstances, I was getting more items from crafting than I expected. It seems that if, while I have the ingredients ...
by Twisted_Code
Fri Oct 14, 2016 1:23 am
Forum: Releases
Topic: Version 0.14.13
Replies: 34
Views: 23217

Re: Version 0.14.13

how does the only-admins-can-pause parameter work? Does pause mean the entire world stops like in single player? Or just that the person pausing is given some slack for something? I'm guessing it's the former, as that would explain the option being true by default (but also make me wonder why anyone...
by Twisted_Code
Thu Nov 19, 2015 3:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.x] [kovarex] Inventory/Crafting screen scrollbar
Replies: 9
Views: 7929

Re: [0.12.x] [kovarex] Inventory/Crafting screen scrollbar

bobingabout wrote:Excellent, I approve of this.
Naturally, since your mods add 9001 items... not that I'm complaining, of course. I'm just pointing out the (hopefully) obvious :-)
by Twisted_Code
Sat Oct 24, 2015 4:20 pm
Forum: News
Topic: Friday Facts #109 - The team photo
Replies: 25
Views: 26494

Re: Friday Facts #109 - The team photo

For some reason, I'm having trouble attaching kovarex's face to the name & identity. Then again, I don't interact with him much. I usually interact with Oxyd & HanziQ far more than the rest of the staff on account of them being the only ones that really talk on IRC.
by Twisted_Code
Sat Oct 24, 2015 3:24 am
Forum: Resolved Problems and Bugs
Topic: [0.12.10] [kovarex] ghost gates & placed gates are treated differently
Replies: 7
Views: 8803

Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

How did this bug even happen anyway? Seems to me one of you must've done something really silly. The code for buildability checks is actually quite complicated. And there are reasons for it as the logic is compliated. Sounds like a good topic for a FF :) It's better than it was, still complicated b...
by Twisted_Code
Thu Oct 22, 2015 1:33 am
Forum: News
Topic: Friday Facts #108 - Unexpected Features
Replies: 74
Views: 39588

Re: Friday Facts #108 - Unexpected Features

Yay, my idea is implemented :-)... thanks Rseding91!
by Twisted_Code
Wed Oct 21, 2015 2:03 am
Forum: Not a bug
Topic: roboport stacks won't combine
Replies: 1
Views: 2596

roboport stacks won't combine

The only cause I can come up with for this: http://i.imgur.com/GFLGhOy.png http://i.imgur.com/t3JoJdF.png is that I was using a deconstruction planner and may have selected a roboport for deconstruction. This is all the information I have, so... have fun figuring out how the metadata got screwed up ...
by Twisted_Code
Wed Oct 21, 2015 12:37 am
Forum: Resolved Problems and Bugs
Topic: [0.12.10] [kovarex] ghost gates & placed gates are treated differently
Replies: 7
Views: 8803

Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

How did this bug even happen anyway? Seems to me one of you must've done something really silly.
by Twisted_Code
Mon Oct 19, 2015 6:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.10] [kovarex] ghost gates & placed gates are treated differently
Replies: 7
Views: 8803

[0.12.10] [kovarex] ghost gates & placed gates are treated differently

If a player wishes to place a blueprint where part of it is a gate that would be over an already placed gate (or gate bp ghost), the preview will show the gate as red as if the bp gate is a different entity type than the placed one, and the player will have to force blueprint placement. The issue is...
by Twisted_Code
Fri Oct 16, 2015 5:02 pm
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 139600

Re: [MOD 0.12.X] Air Filtering

Q: How does it work? A: The air filter machines (afm) reduce the pollution in the Chunk where they are build. You can see the chunk borders, by activating the "Tile grid" option in the debug menu (press F4 in game). Every Tick, they will reduce the pollution by 40. So, for your example, y...
by Twisted_Code
Fri Sep 25, 2015 7:16 am
Forum: Ideas and Suggestions
Topic: Allow modders to add more controls and change existing ones
Replies: 11
Views: 9766

Re: Allow modders to add more controls and change existing ones

Doesn't quadriplegic mean you are without the use of both arms and both legs? Somehow, I doubt a quadriplegic would be using a computer, much less playing games on it. I'm not saying you're not disabled, or injured, I'm just not sure if you're using the correct term. Feel free to educate me. my dia...
by Twisted_Code
Mon Sep 21, 2015 1:31 am
Forum: Pending
Topic: [0.12.8] Unexpected error occurred when I had the full screen map and a stone furnace GUI open
Replies: 1
Views: 3122

[0.12.8] Unexpected error occurred when I had the full screen map and a stone furnace GUI open

While I wasn't able to reproduce it, these are the steps that caused me to crash. Step 1: open a GUI (I opened a stone furnace. I'm not sure if this is the only one that causes this crash) Step 2: open the fullscreen map (default key: M) Step 3: open the pause menu (default key: escape) step 4: erro...
by Twisted_Code
Fri Sep 18, 2015 10:37 pm
Forum: Ideas and Suggestions
Topic: Allow modders to add more controls and change existing ones
Replies: 11
Views: 9766

Re: Allow modders to add more controls and change existing ones

I have it on good authority that this feature is coming Soon(TM). Bonus points: allow joystick mappings. Crazy people with controllers and now joysticks!? What kind of game are you guys playing? It's surely not Factorio which requires fine-tuned positioning of the mouse :P my best guess to explain ...
by Twisted_Code
Fri Sep 18, 2015 9:41 pm
Forum: Ideas and Suggestions
Topic: Allow modders to add more controls and change existing ones
Replies: 11
Views: 9766

Re: Allow modders to add more controls and change existing ones

I have it on good authority that this feature is coming Soon(TM). Bonus points: allow joystick mappings. well that's good to know, but would you mind sharing your source? It's not that I don't believe you β€” really I do β€” I just like having a truly authoritative source I can cite. Also, not that I c...
by Twisted_Code
Fri Sep 18, 2015 9:25 pm
Forum: Ideas and Suggestions
Topic: Allow modders to add more controls and change existing ones
Replies: 11
Views: 9766

Allow modders to add more controls and change existing ones

As a quadriplegic, there are times I find the current key/controlbinding choices too limiting, even as flexible as they are. In particular, concrete placement is slow and tedious because I can't, with my injury, click & drag the right mouse button (I have the LMB & RMB swapped to be like Min...
by Twisted_Code
Tue Sep 15, 2015 1:06 am
Forum: Resolved Problems and Bugs
Topic: [0.12.3] Personal roboport grabs from toolbelt
Replies: 9
Views: 6431

Re: [0.12.3] Personal roboport grabs from toolbelt

I encountered 2 bugs, which might work as intended, but anyways: - Construction bots from a personal roboport [...]- One really last thing: the construction robots from the personal roboport (PR) [...]fly to the end of the PR's reach and back,[...] Did I mention I really love PR's? :shock: :shock: ...

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