Search found 129 matches

by TheUnknown007
Fri Nov 20, 2020 5:21 pm
Forum: Ideas and Suggestions
Topic: Copy/Paste Train Conditions
Replies: 26
Views: 55474

Re: Copy/Paste Train Conditions

While I’m admiring this detailed description (really much work and well done) I need to say something as moderator and programmer: we (the gamers) cannot know that level of detail. It is a proposal, which means it is an example of how it could be done and meant to get the creative process started. ...
by TheUnknown007
Fri Nov 20, 2020 3:50 am
Forum: Ideas and Suggestions
Topic: better UX for temporary train stations
Replies: 2
Views: 1776

Re: better UX for temporary train stations

I'd really like this, it would greatly improve on my current workflow: 1. Enter train. 2. Open map with M (I need a map to choose my destination, so I press M to open the map) 3. Navigate to destination on map 4. ctrl + click 5. [Nothing happens] 6. Realise I need to do this in train GUI 7. Press M ...
by TheUnknown007
Fri Nov 20, 2020 3:40 am
Forum: Ideas and Suggestions
Topic: Copy/Paste Train Conditions
Replies: 26
Views: 55474

Re: Copy/Paste Train Conditions

I don't have time / skill to make a mockup, but I can describe something in text. Terminology List: the list of stations and conditions in the train GUI. Station: station element in the list. Condition: condition element in the list. Element / item: either a station or a condition. Selection: the el...
by TheUnknown007
Tue Mar 17, 2020 7:29 pm
Forum: Not a bug
Topic: [0.18.10] Selection rectangle does not fit fallen tree
Replies: 3
Views: 1453

Re: [0.18.10] Selection rectangle does not fit fallen tree

This is version 0.18.10.
Wouldn't it be possible to create a different type of tree? Dead trees have a square hitbox.
by TheUnknown007
Mon Mar 16, 2020 9:45 pm
Forum: Not a bug
Topic: [0.18.10] Selection rectangle does not fit fallen tree
Replies: 3
Views: 1453

[0.18.10] Selection rectangle does not fit fallen tree

I found some trees that are sleeping, but their hitbox seems to indicate that they were meant to be standing upright:
sleeping_trees.png
sleeping_trees.png (656.35 KiB) Viewed 1453 times
save file in attachments, the location is (1195, 10) (I think it can be found in chat for easy checking it out on map view)
by TheUnknown007
Fri Sep 27, 2019 11:35 am
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 52573

Re: Friday Facts #314 - 0.17 stable

So basically, you're going agile-ish? Sounds like a good plan.
by TheUnknown007
Sun Aug 04, 2019 9:09 pm
Forum: Duplicates
Topic: Train doesn't go to next stop while disabling current if current has no path
Replies: 2
Views: 1278

Train doesn't go to next stop while disabling current if current has no path

As the title says: When a train is pathing to a stop that it has no path to and that stop gets disabled, it doesn't go to the next stop. Reproduction steps: Setup: 1. Set up a train on a rail loop that can reach train stop A and B. 2. Put a train stop C somewhere unreachable. 3. Put a train on the r...
by TheUnknown007
Thu Feb 28, 2019 11:58 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
Replies: 8
Views: 4780

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

I've tested your save, if you place the turrets past the x=0 line it will detect it and complete the objective
by TheUnknown007
Thu Feb 28, 2019 11:53 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
Replies: 8
Views: 4780

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

After some more testing: the border where it is detected is at x=0, so that's probably not a coincidence
by TheUnknown007
Thu Feb 28, 2019 11:47 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone
Replies: 8
Views: 4780

Re: [0.17.3] turret with ammo requirement becomes impossible when turret first detected is gone

I have a similar problem, but for me it just didn't detect it for the first turret. After some testing it seems like there is a range around the second starting area (with the water), if you build it too far from there (i.e. close to the biters) it doesn't count. Just a random thought, with no testi...
by TheUnknown007
Wed Jan 02, 2019 4:54 pm
Forum: Ideas and Suggestions
Topic: Train station skipping conditions
Replies: 143
Views: 70571

Re: Train station skipping conditions

The mockup with separate skip conditions are nice, but I want to reiterate that the spirit of the original request could be accomplished with just a checkbox, "skip this station if the train already meets this station's departure conditions" Wouldn't work for me, I use circuit conditions ...
by TheUnknown007
Sun Oct 21, 2018 10:17 pm
Forum: Ideas and Suggestions
Topic: View logistic network contents from map
Replies: 0
Views: 3625

View logistic network contents from map

The problem: see if a certain logistic network contains some item Currently, we have two ways to see the contents of a logistic network: Hover over a logistic chest on the map view. Pro: Easy to find Con: No way to search for the specific item, except manually. That might not work because the list o...
by TheUnknown007
Fri Sep 14, 2018 2:46 pm
Forum: This Forum
Topic: Forum update to phpBB 3.2
Replies: 120
Views: 51706

Re: Today's forum skin update

Bug report: my rss for single threads now load everything for the whole forum (e.g. instead of only replies to this thread,"Today's forum skin update", I get replies for the whole "General" forum)
by TheUnknown007
Fri Aug 03, 2018 9:42 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 92654

Re: Friday Facts #254 - No research queue for you

I haven't read everything yet, so I apologize if this has already been said: I agree with your cons, and I actually think that they are valid enough to kill the research queue. But I don't think that we should keep the current system of "10 techs that are just prereqs followed by the one you ac...
by TheUnknown007
Mon Jan 22, 2018 10:12 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.17] logistic chest mouseover
Replies: 1
Views: 2412

[Rseding91] [0.16.17] logistic chest mouseover

If you mouse over a logistic chest (like a storage chest), it shows a blue outline around all roboports, but not chests. If you mouse over a roboport, it shows a blue outline around all logistic chests and roboports. If you go from a roboport directly to a logistic chest, it keeps showing the blue o...
by TheUnknown007
Mon Jan 22, 2018 9:59 pm
Forum: Minor issues
Topic: [Rseding91] [for 0.16] [0.15.30] Destruct over ghosted concrete
Replies: 6
Views: 3242

Re: [Rseding91] [for 0.16] [0.15.30] Destruct over ghosted concrete

for both options, "normal" becomes only tiles (and tile ghosts) if no entities (and entity ghosts). Option 1: add a switch "always remove ghost tiles" (when off: only remove ghost tiles if no normal entities / ghosts) Option 2: add options to tile dropdown "tile ghosts only&...
by TheUnknown007
Mon Jan 22, 2018 7:48 pm
Forum: Ideas and Suggestions
Topic: logistic requests background colors
Replies: 0
Views: 854

logistic requests background colors

Please change the background of logistic request slots based on whether they are satisfied or not. Use case: I often wander into my base and wonder whether there are still any bots coming from far away. It is currently possible to see the status of a single request, but not that of all requests at a...
by TheUnknown007
Mon Dec 18, 2017 12:52 pm
Forum: Not a bug
Topic: [0.16.05] Sandbox placing / mining from map view
Replies: 1
Views: 1593

[0.16.05] Sandbox placing / mining from map view

I don't know whether this is a feature request or a bug, so for now I'm filing it as a bug.

When in the sandbox (god-mode), you can place items from the map view (if there is radar coverage), but you can't mine them.

It would be nice if you can also mine from map view.
by TheUnknown007
Mon Dec 18, 2017 11:49 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.05] mining a car with full inventory
Replies: 1
Views: 3050

[wheybags] [0.16.05] mining a car with full inventory

I just tried to mine a car I was driving with a full inventory (both player and car). The car didn't get mined, but my character still exited the car. On the exact same spot of the car. So: To reproduce: - player with full inventory - car has some stuff in inventory - enter car - mine car screenshot...

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