Search found 49 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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
I think it *should* be. For consistency and ease of use.driver wrote:Research could be a clickable button
- 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.
- 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...