Search found 37 matches

by DrParanoia
Fri Sep 30, 2022 10:08 am
Forum: Logistic Train Network
Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
Replies: 14
Views: 8659

Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)

Maybe it is possible to have something like "Surface group id" that could be provided to LTN stops? And then, the pathing could check if there is a space elevator or not (or maybe some sort of manual way to provide a "proxy station" which in this case would be the Space Elevator...
by DrParanoia
Sat Jul 30, 2022 12:20 pm
Forum: Logistic Train Network
Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
Replies: 14
Views: 8659

Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)

Maybe it is possible to have something like "Surface group id" that could be provided to LTN stops? And then, the pathing could check if there is a space elevator or not (or maybe some sort of manual way to provide a "proxy station" which in this case would be the Space Elevator).
by DrParanoia
Wed Jul 27, 2022 5:08 pm
Forum: Logistic Train Network
Topic: [Implemented] Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)
Replies: 14
Views: 8659

Re: Space Exploration Space Elevator Compatibility? (IE LTN between surfaces)

So, now that the Space Elevator is out, is there a way to make LTN work between surfaces?
by DrParanoia
Fri Mar 19, 2021 7:03 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 164784

Re: Friday Facts #365 - Future plans

Someone's probably said it already, but an obvious upgrade would be 3D rendering. Might make the game a lot smaller, too. Maybe, but show me a game that can render 30 000 3D objects (instead of sprites) on the same screen. how many objects can be rendered on screen at once in Factorio? the zoom is ...
by DrParanoia
Mon Dec 28, 2020 6:51 am
Forum: Ideas and Suggestions
Topic: [1.1.5] Hover states of toggle buttons are the same
Replies: 9
Views: 2431

Re: [1.1.5] Hover states of toggle buttons are the same

So, no one is facing the same issue? :D
by DrParanoia
Tue Dec 15, 2020 12:15 am
Forum: Ideas and Suggestions
Topic: [1.1.5] Hover states of toggle buttons are the same
Replies: 9
Views: 2431

Re: [1.1.5] Hover states of toggle buttons

eradicator wrote: ↑
Mon Dec 14, 2020 10:45 pm
My picture is infact of both the hovered enabled and hovered disabled states. But i naively took the picture in 1.0, and it looks like 1.1 fixed the "missing" glow on the hovered enabled state.
So basically it is in fact a bug in 1.1? :D
by DrParanoia
Mon Dec 14, 2020 10:34 pm
Forum: Ideas and Suggestions
Topic: [1.1.5] Hover states of toggle buttons are the same
Replies: 9
Views: 2431

Re: [1.1.5] Hover states of toggle buttons

Not really a bug Where could I post such suggestions? :shock: Not really true either, the two hover states are subtly different ;). Your second image is not a hover, it's an "enabled" state. I am talking about how the button looks when you hover the mouse in both states. The buttons are t...
by DrParanoia
Mon Dec 14, 2020 6:36 am
Forum: Ideas and Suggestions
Topic: [1.1.5] Hover states of toggle buttons are the same
Replies: 9
Views: 2431

[1.1.5] Hover states of toggle buttons are the same

In 1.0 there is a clear difference between the ON and OFF state of the button when you hover it, in 1.1 that difference is virtually gone. So in 1.0, when you enable the "Personal roboport", for example, the state is pretty obvious. hover_1.0.png In 1.1, the states are virtually indistingu...
by DrParanoia
Fri Nov 27, 2020 7:09 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 128846

Re: Version 1.1.0

Without even launching the game, I can guess the use of all the buttons thanks to the icons, except for the pollution, for which there is no other representation ingame. I can assure you that it wasn't the case with the old iconology. That's because you're an experienced Factorio player. A new play...
by DrParanoia
Thu Nov 26, 2020 7:41 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 128846

Re: Version 1.1.0

https://forums.factorio.com/viewtopic.php?f=6&t=87728 Your argument is invalid. Does it retro-validate ptx0's argument ? Not really, because he referred to my post as being "change is bad! get rid of change!", and generally I like changes so his argument about my post is still invalid...
by DrParanoia
Wed Nov 25, 2020 7:03 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48971

Re: Version 1.1.1

We actually try to move to names list rather than just icon lists in these kind of tooltips if possible. The reason is, that when I see the name, I can actually search for name, but if you have a mod with 50 similar icons for something, and it just shows you the icons, how are you supposed to find ...
by DrParanoia
Wed Nov 25, 2020 5:16 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 128846

Re: Version 1.1.0

oh my god, they're exactly the same as the tabs in the character crafting menu. you didn't have such a visceral reaction to those. this is one of those "change bad! get rid of change" responses. The icons were like that sometime before 1.0. And when they changed to a monochromatic version...
by DrParanoia
Wed Nov 25, 2020 2:44 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48971

Re: Version 1.1.1

I can get behind that too, I'm sure I have use left click to set empty slots with the thing I'm holding before but not consciously because middle click also does it. And as you said, middle click is how you interact with all the other game filters. There is no middle click on Mac though :( So there...
by DrParanoia
Wed Nov 25, 2020 2:23 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48971

Re: Version 1.1.1

Yea, some of them are probably not yet high ress, but the color versions is something I specifically asked for, as the monochromatic icons are just typical example of the form defeating the functionality. Thanks for the answer! Probably a matter of taste, just felt cleaner and more pleasant. Not su...
by DrParanoia
Wed Nov 25, 2020 12:36 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48971

Re: Version 1.1.1

Are these icons final? These new ones just look cheap, low res, blurry (also that drop shadow :D). https://drive.google.com/uc?export=view&id=15_n_kyBN5CeJLRg6As_fY6bJO9G3VavG The old ones looked much better :( Also, the new icon style is not consistent with these ones https://drive.google.com/u...
by DrParanoia
Wed Nov 25, 2020 8:56 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 128846

Re: Version 1.1.0

The icons would look much better on a dark background. After all, most icons were optimized for rendering on dark backgrounds. They look absolutely out of style compared to other UI elements. The new icons look low quality, not crisp, out of style and with a cheap drop shadow :( https://drive.googl...
by DrParanoia
Wed Nov 25, 2020 8:48 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 128846

Re: Version 1.1.0

The update is great! But these new icons look ugly and absolutely out of style compared to every other UI element :( I rather enable these options through the F4 menu and have the old icons than to have them under the minimap but with the new icons :( https://drive.google.com/uc?export=view&id=1...
by DrParanoia
Tue Nov 24, 2020 5:50 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 128846

Re: Version 1.1.0

ptx0 wrote: ↑
Tue Nov 24, 2020 5:05 pm
oh yes, i can totally see grayscale icons working out well. i'm looking for circuits and see, oh right there's my green circuits.. or are they red? or blue? :roll:
Sorry, I meant to say the "toggle buttons under the minimap" :D Fixed
by DrParanoia
Tue Nov 24, 2020 4:52 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 128846

Re: Version 1.1.0

Awsome update! The night graphics are so nice...looks like it's time to remove the lights :D The Map toggle icons are very bad though :( They are SOOOOO out of place it makes me cringe :( The toggle buttons under the minimap need simple/monochrome icons instead of the colored ones :(
by DrParanoia
Sat Jun 13, 2020 9:42 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 72917

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I don't like the new beacons because they look like they belong in a different game. The pit doesn't match the rest of the game's above-ground aesthetic. Instead of an endgame sprawling metropolis of production and pollution, I'll have a bunch of holes in the ground? Not nearly as impressive. The t...

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