Search found 10 matches

by Griffork
Fri May 08, 2020 2:50 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 23140

Re: Friday Facts #346 - He who does nothing, breaks nothing

Loved this! I'd be very happy to hear more bug stories in the leadup to release!
by Griffork
Sat Nov 16, 2019 8:00 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 38476

Re: Friday Facts #321 - Countdown

I went back and found an older version of the same picture, and created a little comparison of before/after the color correction. Enjoy! MP4 compression makes the new colors look worse than they actually are, but it's still fun to compare. For a more accurate comparison, here are the old colors, an...
by Griffork
Fri Mar 29, 2019 10:13 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 30832

Re: Friday Facts #288 - New remnants, More bugs

1% of 1M = 10K players. Not a figure for an accountant, 10 000 people who like your game. Less than 0.1% of 1M = Less than 1K players. Out of a million. Do you spend days/weeks/months fixing this for them, or spend that time fixing things that affect all 1M players? Not a figure for an accountant, ...
by Griffork
Sat Jul 14, 2018 12:28 am
Forum: News
Topic: Friday Facts #251 - A Fistful of Frames
Replies: 80
Views: 39853

Re: Friday Facts #251 - A Fistful of Frames

What I wrote originally was pretty technical and it was pretty hard to digest even for other non-graphics programmers on the team so we decided to lighten it up a lot. I decided to put some of the original content in this post, in case some of you are interested to read it. I'm glad you decided to ...
by Griffork
Sun Jul 01, 2018 3:58 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 79889

Re: Friday Facts #249 - Dead end exploration

For proposal 4. I would love a button which opens up all 10 rows at once on screen and allows me to add more rows and assign an Icon to the row. This way its more like an inventory. If i have to scroll through bars one at a time, it would be difficult to find the right bar. Yes please! And potentia...
by Griffork
Sun Jun 24, 2018 2:04 am
Forum: Won't implement
Topic: Custom combinator logic
Replies: 3
Views: 2153

Re: Custom combinator logic

Then would it be possible to create another entity which we can override to do something similar? Example, I tried using AAI but my setup quickly became huge and very very difficult to debug and modify. If I could create a number of different 'shortcut' combinators for storing values, incrementing v...
by Griffork
Sat Jun 23, 2018 11:12 am
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 36483

Re: Friday Facts #248 - Not Saturday Facts

Just added a mod interface request since you asked!
viewtopic.php?f=28&t=61146 - Custom Combinator Logic.

I asked for this a while ago and got told it was never going to happen, but I can dream right?
by Griffork
Sat Jun 23, 2018 9:37 am
Forum: Won't implement
Topic: Custom combinator logic
Replies: 3
Views: 2153

Custom combinator logic

Please add the ability for mods to create custom combinator logic, ages ago I wanted to create a couple of combinators for commonly used operations (such as remembering the last value until a new value enters, multiplication, etc). I love writing code, but I don't like how basic the combinators are ...
by Griffork
Sun Jan 14, 2018 10:55 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1574839

Re: Development and Discussion

Sorry if I'm missing something or this has been posted before, but I noticed last night that fermentation (final product plastic) is green science but requires Acetane Gas or something which is from Advanced Chemistry 3/4 (can't remember which off the top of my head) which is blue science. Meaning y...
by Griffork
Sat Aug 05, 2017 2:24 am
Forum: Modding help
Topic: How to make a custom arithmetic/decider combinator?
Replies: 4
Views: 2589

How to make a custom arithmetic/decider combinator?

Hey all! I want to make an entity in my mod that has two input wires and two output wires and does some logic on them in the middle. I've been poking my head around the source code of other mods, tutorials and the modding API but I can't seem to get this to work. Whenever I set the type of the data ...

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