I'm just only about to start my "Performance programming in C++" course but man would I have loved to join you!So if you know a good C++ programmer
Guess I can start modding the shit out of this game in the meantime...
I'm just only about to start my "Performance programming in C++" course but man would I have loved to join you!So if you know a good C++ programmer
...Wait, what? What does that mean? Electric poles? You have to place electric poles one at a time, right?Underground pipes and belts can also be built the same way as poles in 0.13:
Indeed. Also graphics - there's only 2 graphics guys and they have limited time to draw modelsprovet wrote:Looking forward to it!
Also my best guess regarding why fluid wagon tanks won't appear in .13 are that the devs want to do them much better than the mod(s).
like:
*Able to show liquids without mouse hover. (just like with the stationary ones)
*Have a better way to refill/empty than just placing electric pump near the tracks (Like an actual liquid off/on-load station-thingy)
*Different graphical colors on the wagons dependent of things like content.
*The wagon being an actual moving thing, and not just a stationary liquid tank that teleports onto the same spot as the wagon.
*Graphically different than the usual wagons.
*New cool features. (filters, combinator logic etc)
*Bug testing (so they work as intended upon release)
So it's not just as simple as to just add them to the base game cause mods exists with them already. The devs will do them better and more integrated than the mods have!
Yeah instead of silver and gold it should be coal, iron plate and copper plateCreat wrote:Great FF again, getting more and more impatient about 0.13...
I do have a comment about the achievement-icons though: I assume that the framing is copper, silver and gold. But copper and gold are way too similar. If you only saw the copper icon by itself (not next to the gold one), it would be hard to to tell if it was actually copper or gold.
So I hope you revise the circle-colors a bit, but nevertheless they are looking great, can't wait to earn them
And "Native mod portal integration" is probably the single best item in the that list of awesomeness. I really want to be able to subscribe to my mods so they're always updated. Wherther it's via steam workshop or another way (that works with the noDRM client) doesn't matter to me.
I do hope I'll be able to subscribe to a long list of mods that are kept updated and that I still can decide which mods to enable in game independently. Keeping my mods updated has turned into quite a bit of effort, even though it hasn't quite reached Kerbal-Space-Program-Levels (thank GOD for CKAN) it's still half an hour every couple of days (or weeks)...
Me too actually, never mentioned this when I posted before. I was a little worried that the devs were going to put off big UI changes until later in the development cycle, focusing on content or bugs more. I'm most happy the update is incoming as I was never overly keen on the Windows 95 look.madpav3l wrote:I am looking forward to this.Graphical gui redesign - one of the big things that just had to be done sooner or later, we will definitely talk about it in detail in the future FFF
All the other things were revealed already except the "Ease of use", but this is something new and exciting!
I have to agree with devs; especially as there is already a mod for fluid wagon, it does not need to be that high priority. Given it works, have not tried. I usually use barrels to deal with that issue.hauk70 wrote:Seriously why fluid wagon pushed back? I do not understand what could be so complicated? as for me much more difficult spider.
I guess it means "graphics update for the gui", as in they're changing the look?Ekelbatzen wrote:Isn't "graphical gui" kind of redundant? It would stand for "graphical graphical user interface" then.
But otherwise, good news
But that's exactly what they are doing the 0.13 will be experimental versions for those that want to checkout the new features... when 0.12 came out the stable version was 0.11.22 and if you didn't want to experience the bugs/problems/desyncs you used that ad didn't mark "experimental versions update"...indjev99 wrote:Why don't you take the Minecraft route? What I mean by that is you should have some snapshots where only some of the features of the update are implemented. That we can enjoy the new features (the ones that are nearly finished) and also test them, while you are working on the rest. Of course these snapshots would not be the default update, but only for people who want experimental builds.
I agree, the icons should be icons, not photo-realistic pictures. The purpose of icons is that they should simplify the object in a way that it is really easy to understand. When I was playing, the research was quite confusing. Later you get used to it but you still mostly read the text description to decide what to research. My suggestions instead of labels would be to have four filters in the top part of the window for all science packs, so one could easily display which techs can be researched with the currently produced science packs.Koub wrote:lancar wroteThat's exactly what I felt too : even made a post some time ago here : viewtopic.php?p=126047#p126047
I'm glad I'm ntot the only one who prefered the quite schematic previous tech icons to the new fancy but overloaded research icons.