Now I can't wait to see what 1.0 will look and sound like.
Just a kind reminder: animating water and trees means you have to make sound effect for them too.
Search found 1193 matches
- Fri Dec 06, 2019 5:24 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45547
- Fri Oct 25, 2019 4:37 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 47271
Re: Friday Facts #318 - New Tooltips
Since you are talking tooltips, I have just added a suggestion regarding the tooltip for ammo slots, hope you can review it: Show acceptable ammo on ammo slot just like fuel slot
- Fri Oct 25, 2019 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Show acceptable ammo on ammo slot just like fuel slot
- Replies: 7
- Views: 2937
Show acceptable ammo on ammo slot just like fuel slot
We already know the acceptable fuels on fuel slot as shown on the tooltip when hovering the slot: Fuel-tooltip.png My suggestion: Do the same for ammo slot, i.e. add tooltip to show the acceptable ammo, just like this: Ammo-tooltip.png Missing such tooltip isn't a big problem for vanilla game since ...
- Fri Aug 30, 2019 5:57 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 40942
Re: Friday Facts #310 - Glowing Heat pipes
Oh god, looks like the pipes are going to melt you down. Just my personal opinion: make the glow only happens on a small part of the pipe, like a heat indicator, a small lamp (like rail signal), or a small part of the pipe covered under glass (like the window of fluid pipe), rather than glowing the ...
- Tue Aug 27, 2019 5:57 pm
- Forum: Not a bug
- Topic: [0.17.66] misleading error message when trying to use the temporary train destination
- Replies: 15
- Views: 3505
Re: [0.17.66] misleading error message when trying to use the temporary train destination
@ Mooncat , ????? from my first post: Why give a message of "no route" if you are in map mode? I would expect no message at all as is normal when you click somewhere and the click is useless... or a message like "you must be in the train window to do that" if you want to help ne...
- Tue Aug 27, 2019 1:50 pm
- Forum: Not a bug
- Topic: [0.17.66] misleading error message when trying to use the temporary train destination
- Replies: 15
- Views: 3505
Re: [0.17.66] misleading error message when trying to use the temporary train destination
@ boskid , no, that is not the case, my trains go only forward... and anyway, after I learned the right way of using this feature the train goes where I want!!! the problem is not that something doesn't work, it's that if you use it incorrectly it gives a message that is misleading... I think you s...
- Wed Aug 21, 2019 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.66] Items spill from player inventory with the combined use of construction robots, modules and beacons
- Replies: 1
- Views: 2247
[Twinsen][0.17.66] Items spill from player inventory with the combined use of construction robots, modules and beacons
Bug Items in character's inventory can spill to ground when player insert modules to a beacon while personal construction robots keep trying to insert items (from deconstructed entities) and go back to character when the inventory is already full. Environment Vanilla 0.17.66. Steps to reproduce Tur...
- Fri Aug 09, 2019 6:43 pm
- Forum: Duplicates
- Topic: [0.16?] Pump-to-rail graphical artifacts if rail is at north
- Replies: 2
- Views: 1395
- Thu Aug 08, 2019 7:54 pm
- Forum: Duplicates
- Topic: [0.16?] Pump-to-rail graphical artifacts if rail is at north
- Replies: 2
- Views: 1395
[0.16?] Pump-to-rail graphical artifacts if rail is at north
Bug There are graphical artifacts on the pumps that are connecting a rail at north when they are idle. Pump-to-rail-graphics-artifacts.png The shadow on the rail indicating something is missing. My graphics settings if they matter: Pump-to-rail-graphics-artifacts-settings.png Version I noticed this...
- Fri Jun 28, 2019 7:08 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 26628
Re: Friday Facts #301 - Crash site: First state
The design is more based in the (yet unshown) redesign of the assembling machines Now you have mentioned assembling machines. I really really really hope that you can add the ability to turn assembling machines on/off via circuit network. We can turn off miners now, why not assembling machines? Als...
- Thu Jun 06, 2019 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.2] Electric Miner doesn't show expecting resources
- Replies: 5
- Views: 3457
- Thu Nov 22, 2018 1:55 pm
- Forum: Yuoki Industries
- Topic: If it's not a feature - it's maybe a Bug ?
- Replies: 97
- Views: 43720
Re: If it's not a feature - it's maybe a Bug ?
Hi Yuoki, I have played your awesome mods in 0.14, and I have just got my time to start a game in 0.16 with your mods again. But I noticed something. Do the Fatmice Cycle Engine and Owner's Monument still reduce pollution, like what they did in 0.14? It seems they are not working in my 0.16 save. :?...
- Wed Nov 21, 2018 6:53 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 121545
Re: Feedback
Hi Bob, I just started my first game with your mods and I finally why they are so famous. :P But there is one thing bugging me now. The artillery projectiles in Bob's Warfare 0.16.7 don't reveal map like the vanilla one. This is sad when you cannot see the aliens far away die in pain. Surprised that...
- Mon Dec 18, 2017 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16] Artillery shell shadow mismatches turret shadow
- Replies: 9
- Views: 4506
[posila][0.16] Artillery shell shadow mismatches turret shadow
Bug: The shadow of artillery shell doesn't match the shadow of the artillery turret that shot the shell. Steps to reproduce: 1) Start a game. 2) Place an artillery turret and give it some artillery shells. 3) (Optional) Slow the game down with /c game.speed = 0.1 4) Use artillery targeting remote to...
- Mon Dec 18, 2017 1:45 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390973
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Holy.... I didn't expect 0.16 can be released so soon. I'm still busy, so I can't guaranteer when I can release updates of my mods. I tried to send you a few bucks to your Paypal in the first post since I use your mod and wanted to show my appreciation. Unfortunately, I get an error when sending an...
- Thu Dec 14, 2017 3:57 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390973
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Holy.... I didn't expect 0.16 can be released so soon. I'm still busy, so I can't guaranteer when I can release updates of my mods. Feel free to takeover it if anyone can't wait. :( Edit: I meant create a new mod based on this one, so I can come back at anytime. :P Creative Mode instant-deconstructi...
- Fri Dec 01, 2017 9:19 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 86145
Re: Friday Facts #219 - Cliffs
It is the most exciting feature in 0.16!
Now we need enemies that will ignore the cliffs, e.g. flying aliens.
Now we need enemies that will ignore the cliffs, e.g. flying aliens.
- Tue Nov 21, 2017 1:48 pm
- Forum: Implemented in 2.0
- Topic: make assembly machines wireable
- Replies: 17
- Views: 8965
Re: make assembly machines wireable
+1 for making assembly machines connectable with wires, even if it is just for turning them on/off.
By connecting them with wires, mods can do more interesting things based on the signals in the connected circuit network.
By connecting them with wires, mods can do more interesting things based on the signals in the connected circuit network.
- Tue Nov 21, 2017 1:44 pm
- Forum: Modding interface requests
- Topic: on_wire_placed
- Replies: 10
- Views: 3937
Re: on_wire_placed
Automatically refill wire once you have used one.Rseding91 wrote:What's the utility of such an event?
Player used a wire -> on_wire_placed -> mod inserts a wire to the player.
Or it should be named on_player_placed/used/connected_wire for consistency.
- Tue Nov 21, 2017 1:25 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390973
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
== Bug Spotted == Object: Creative Chest Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD. Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing. Could be another mods reason, but i honestly don't think so. I can prov...