Search found 12 matches

by vladdu
Tue Nov 24, 2020 9:38 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 130444

Re: Version 1.1.0

I installed it alongside the stable version, but there is a problem: the mods are shared and when updating them to the version supporting 1.1, they no longer work on 1.0 and there's no way to revert them... I think this is a bit unfriendly, unless I did something I shouldn't have. Did I? I suspect ...
by vladdu
Tue Nov 24, 2020 8:40 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 130444

Re: Version 1.1.0

Great update! I installed it alongside the stable version, but there is a problem: the mods are shared and when updating them to the version supporting 1.1, they no longer work on 1.0 and there's no way to revert them... I think this is a bit unfriendly, unless I did something I shouldn't have. Did I?
by vladdu
Thu Apr 30, 2020 3:04 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 33988

Re: Version 0.18.22

Note that what was removed had been deprecated in 0.15, so I guess that one thing to do would be to better notify mode devs that things will break, and another that the release note should note when some changes could break things like that. I would have liked to know before upgrading.
by vladdu
Thu Apr 30, 2020 12:06 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 33988

Re: Version 0.18.22

Is it just me, or did many mods break with this version? "(custom-input): Unknown consuming type: script-only"
Oh, I should have read everything "Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24."
by vladdu
Tue Apr 23, 2019 12:35 pm
Forum: Minor issues
Topic: [0.17.4] Power pole ghosts hard to see
Replies: 6
Views: 2261

Re: [0.17.4] Power pole ghosts hard to see

Thank you!
Talking about visibility, even the icons above the assemblers can be hard to discern (even when normal, not ghosted). Maybe a background for the icons that is less noisy?
by vladdu
Fri Mar 01, 2019 7:01 pm
Forum: Minor issues
Topic: [0.17.4] Power pole ghosts hard to see
Replies: 6
Views: 2261

Re: Power poles hard to see when ghosted

Much appreciated, thanks! Also, now the Nanobots have been upgraded :-)
by vladdu
Fri Mar 01, 2019 7:37 am
Forum: Minor issues
Topic: [0.17.4] Power pole ghosts hard to see
Replies: 6
Views: 2261

Re: Power poles hard to see when ghosted

Thanks, that's a good suggestion, but it it is indeed a problem (and not just me having bad sight), then I think it should be addressed in vanilla. It's about the first impression, too.
by vladdu
Thu Feb 28, 2019 6:27 pm
Forum: Minor issues
Topic: [0.17.4] Power pole ghosts hard to see
Replies: 6
Views: 2261

[0.17.4] Power pole ghosts hard to see

This is a small issue, but annoying. It might have been so before 0.17, but I had the nanobot build things for me :-)

When placing a blueprint, in the ghosted image it is difficult to see the power poles on most terrains.

Otherwise 0.17 looks great for me.
by vladdu
Fri Jan 25, 2019 8:44 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75756

Re: Friday Facts #279 - Train GUI & Modern Spitter

The trains GUI looks good, but something feels like it is missing... Or maybe just not mentioned. With drag-and-drop for stations, it is easy to create a route where stations are in the wrong order. Will the map show the current route and make stations easy to spot? If I have a round track where I w...
by vladdu
Sun Jan 07, 2018 5:36 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346567

Re: Friday Facts #224 - Bots versus belts

Therefore I propose the following change: Logistics chests are made infinite in storage and share the inventory globally.
Sorry, but that already exists (albeit with poor graphics): https://factoryidle.com/ :o
by vladdu
Sat Jan 06, 2018 7:21 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346567

Re: Friday Facts #224 - Bots versus belts

I'd like to make some suggestions from thinking outside the chest... erm, box ;) It might become a little off topic, in which case I apologize. We want to be tinkering, but it's only fun as long as it's not tedious. After a while, micro-managing a megabase becomes (at least, it does for me) very bor...
by vladdu
Sun Jul 03, 2016 1:34 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 136806

Re: [MOD 0.12.11+] Blueprint String

Hi!

It looks like the new blueprint-book is not supported - I think only blueprints in toolbar and inventory are saved.

I think that it would be useful to be able to even load blueprints (or better, blueprints books!) that were previously exported.

regards,
Vlad

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