Search found 1193 matches

by Mooncat
Fri Dec 06, 2019 5:24 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45547

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

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. :P
by Mooncat
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

Image
by Mooncat
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 ...
by Mooncat
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 ...
by Mooncat
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...
by Mooncat
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...
by Mooncat
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...
by Mooncat
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

Re: [0.16?] Pump-to-rail graphical artifacts if rail is at north

Loewchen wrote:
Thu Aug 08, 2019 7:59 pm
49292
aw, sorry for duplicate.
So the bug started in 0.15 and we haven't ever seen the correct form of pump-to-rail at north?
Can't wait to see this get fixed. :D
by Mooncat
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...
by Mooncat
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...
by Mooncat
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

Re: [0.17.2] Electric Miner doesn't show expecting resources

kovarex wrote:
Wed Feb 27, 2019 10:03 pm
Hello, I can't really reproduce the issue.
Hi, I just came back to this game and encountered this issue.
Setting "Entity tooltip delay" to higher than 0ms will completely hide the entity tooltip when placing entities.
I guess this is actually a bug?
by Mooncat
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. :?...
by Mooncat
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...
by Mooncat
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...
by Mooncat
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...
by Mooncat
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...
by Mooncat
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.
by Mooncat
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 Mooncat
Tue Nov 21, 2017 1:44 pm
Forum: Modding interface requests
Topic: on_wire_placed
Replies: 10
Views: 3937

Re: on_wire_placed

Rseding91 wrote:What's the utility of such an event?
Automatically refill wire once you have used one. :)

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.
by Mooncat
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...

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