Search found 49 matches

by Cabanur
Fri Aug 17, 2018 3:41 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 53269

Re: Friday Facts #256 - The little things 3

I feel like the belt immunity should just be part of the exoskeletons. Having a 1x1 equipment greatly nerfs all the rest of equipments because it will inevitably lead to empty spaces in your grid. From a suspension of disbelief perspective you could say it's the exoskeleton what actively compensates...
by Cabanur
Wed Jul 04, 2018 5:58 pm
Forum: Ideas and Suggestions
Topic: Quicksave / quickload
Replies: 7
Views: 5421

Re: Quicksave / quickload

I'm reviving this topic. It's reasonable to assume 4 years ago this was nowhere near enough of a priority, but now with 0.17 / 1.0 on the horizon this might be the time to review it. I'm playing a vainilla marathon rail deathworld and I've spent the last ~10 hours exploring the map looking for an ir...
by Cabanur
Fri Dec 29, 2017 6:56 pm
Forum: Releases
Topic: Version 0.16.8
Replies: 64
Views: 33931

Re: Version 0.16.8

I think fluid wagons should still take 3 tanks to build, for the sake of graphic consistency. It's not something that you mass produce anyway so it shouldn't affect balance. The total capacity is diminished because when building the wagon the tanks are reduced in size to fit the size limitations of ...
by Cabanur
Mon Oct 16, 2017 8:24 pm
Forum: Ideas and Suggestions
Topic: New .17 GUI: Number Input System
Replies: 17
Views: 6066

Re: New .17 GUI: Number Input System

At speed type in 37296 with clicks (arbitrary number) thats what [1][1][1][1][x10][r1][r1][r1][x10][1][1][1][x10][x10][r1][r1][r1][r1] so that's 4 clicks move mouse click move back 3 clicks with a different finger move mouse click, move back 3 clicks move mouse 2 clicks move mouse 3 clicks with a d...
by Cabanur
Mon Oct 16, 2017 5:20 pm
Forum: Ideas and Suggestions
Topic: New .17 GUI: Number Input System
Replies: 17
Views: 6066

Re: New .17 GUI: Number Input System

why not leave the "+1 stack" text (instead of the actual stack size) ? I agree this would work pretty well for logistics. But then you have a different input for logistics, train schedules and circuit networks. At this point I'm talking more about personal preference than one way being be...
by Cabanur
Mon Oct 16, 2017 5:02 pm
Forum: Ideas and Suggestions
Topic: New .17 GUI: Number Input System
Replies: 17
Views: 6066

Re: New .17 GUI: Number Input System

Wouldn't 12 buttons sort it? [1][2][3][4][5][6][7][8][9][0][+-][backspace] Technically it would work, but that's way too many buttons and you are effectively putting what you already have in hardware (a keyboard) on your screen, which seems unnecessary to me. Why reinvent the wheel? Because we can ...
by Cabanur
Sun Oct 15, 2017 8:31 pm
Forum: Ideas and Suggestions
Topic: New .17 GUI: Number Input System
Replies: 17
Views: 6066

Re: New .17 GUI: Number Input System

Better: [-10] [ - ] [ ] [ + ] [+10] b These buttons are already in my original post. If you right click [1], [2], [5] or [10] the buttons substract instead of adding to the field. However, your idea may be cleaner with less buttons and more obvious behaviours for each of them. plus/minus 100 With m...
by Cabanur
Sat Oct 14, 2017 3:42 am
Forum: Ideas and Suggestions
Topic: New .17 GUI: Number Input System
Replies: 17
Views: 6066

New .17 GUI: Number Input System

I posted this on the subreddit, but I think it belongs here better. I'm just gonna copypaste it here: I strongly dislike sliders for number input. Here's my suggestion for an alternative: +---+---+---+---+---+---+ +-----+ | 0 | 1 | 2 | 5 | 10|x10| | 0 | +---+---+---+---+---+---+ +-----+ Six buttons ...
by Cabanur
Sun Sep 03, 2017 11:06 am
Forum: Balancing
Topic: rocket science stack size
Replies: 9
Views: 5505

Re: rocket science stack size

A stack size of 2000 makes it cumbersome to control wether or not to launch the first few rockets automatically because there's *so much* white science in my trains (and i do have it limited to one stack per train) that it takes forever to actually fill the trains so they stop taking white science f...
by Cabanur
Fri Jul 28, 2017 3:37 pm
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 58893

Re: Friday Facts #201 - 0.15 Stable, but not really

I don't like the rail segment color lines. When I read about this plan on a recent FFF, I thought you'd re-purpose the '>>>' arrows you already had in place for showing rail direction with signaling and color it depending on the hovered rail segment. This implementation seemed so obvious to me and s...
by Cabanur
Mon Jun 05, 2017 5:18 pm
Forum: Resolved Problems and Bugs
Topic: [Posila][0.15.18] Disabled pumps still attach to fluid wagon
Replies: 1
Views: 3333

[Posila][0.15.18] Disabled pumps still attach to fluid wagon

If a pump is disabled by the circuit network and next to a fluid wagon, it will still latch to the wagon. This means that if there's two pumps right next to eachother, but only one is allowed by the circuit network to pump, the disabled one may block the enabled one. This buggy behaviour is not cons...
by Cabanur
Tue Feb 14, 2017 6:53 pm
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 27
Views: 10806

Re: Beacon on/off via circuit network

I just don't see a reason why not to add this on a beacon. If there's a circuit condition on beacons to turn on/off, why not have it on assemblers too? and why not research labs, drills, chemical plants, refineries? This is very likely a scenario that the devs already forsaw and they chose to use t...
by Cabanur
Sun Feb 12, 2017 8:42 pm
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 27
Views: 10806

Re: Beacon on/off via circuit network

Maybe a circuit condition on/off switch? the issue I see is that if the devs implemented an on/off circuit network condition on beacons people would want them on basically everything else.
by Cabanur
Sun Feb 12, 2017 7:30 pm
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 69095

Re: Friday facts #158 - The end of the 32 bit era

I'm pretty sure this has already been said in this thread, but 64-bit architectures have been around since 2004 . That's 13 years. THIRTEEN YEARS. That is a **very** long time in the gaming industry. Basically 64-bit computers have been widely adopted (not only available) for as long as we have been...
by Cabanur
Sun Feb 12, 2017 7:25 pm
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 38693

Re: Friday Facts #170 - Blueprint library GUI design and redesign

RE: flipping blueprints I feel like this is completely unnecessary. You can already rotate blueprints, which isn't the same I know, but if I need something flipped I'll just create another blueprint. For train stations, for example, i have at least 2 blueprints for each train station model, and it r...
by Cabanur
Sun Feb 12, 2017 7:16 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 56874

Re: Friday Facts #177 - Difficulty settings

Also agree it would be super cool if you could set the spawner killing Evo factor to negative if you want, so you could have a scenario were destroying them would lower evolution a bit. :D This adds the interesting idea of being able to hunt biters to their extintion. I feel like it would convey a ...
by Cabanur
Sat Feb 11, 2017 4:53 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 56874

Re: Friday Facts #177 - Difficulty settings

I wonder if there's any way to favor enemy bases spawning near resource patches. I like playing with really low frequency of patches and now that enemies can also be low frequency even in the late game, I feel like making very few enemy bases but always close to resource patches to make sure expandi...
by Cabanur
Wed Feb 08, 2017 9:05 pm
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 37522

Re: Friday Facts #174 - Mod gui

driver wrote:Research could be a clickable button
I think it *should* be. For consistency and ease of use.
by Cabanur
Sun Jan 29, 2017 7:09 pm
Forum: News
Topic: Friday Facts #175 - Programmable Speaker
Replies: 88
Views: 45266

Re: Friday Facts #175 - Programmable Speaker

I really hope the new speaker means it's more likely nuclear power will potentially have deadly consequences if not managed properly, since we'll be able to trigger alerts to let us know the reactor is headed for destruction with enough anticipation so we can prevent it in time.
by Cabanur
Tue Jan 24, 2017 5:16 pm
Forum: News
Topic: Friday Facts #174 - Mod gui
Replies: 81
Views: 37522

Re: Friday Facts #174 - Mod gui

How about a selection of colors (16, maybe 32) with a button for "custom color" with the current GUI? Or at least the colors we have signals for! I wonder if this would make it possible for a station to light up a bulb with the color of the upcoming train. I don't see how this would be us...

Go to advanced search