Search found 192 matches
- Fri Jan 10, 2020 4:58 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 33840
Re: Friday Facts #329 - Campaign reassessment
This is the main prototype that we have been working on so far. A single map which starts small but grows after each objective is complete. This would emulate Freeplay gameplay in that the player can build very large bases and expand in the directions they want, but with quest objectives to steer t...
- Fri Dec 06, 2019 7:40 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45750
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
If you keeps your eyes centered, then you can see the wave effect going on and almost predict where its going to be next. That's generally what I see in real life. Like a pecan tree field nearby, I live in an extremely flat area, so the wind quite literally makes rippling waves across the whole fie...
- Fri Dec 06, 2019 5:02 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45750
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
I quite want it on, but perhaps instead of a toggle you could add a slider for 'intensity' of the effect (a simple 0-N bias scale, where 0 is off (can just not run that shader then, fallback to the normal texture shader) and non-0 is a scale, can even turn it above 1.0 for a 'larger' effect (likely...
- Fri Dec 06, 2019 4:11 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45750
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
The tree animation made my eyes water. Will there be a way to switch it off in game if I find it too distracting? Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least :) I quite want it on, ...
- Sun Nov 10, 2019 5:38 pm
- Forum: 1 / 0 magic
- Topic: [0.17.76] Crash on load: "PropertyTree::getType()"
- Replies: 2
- Views: 1152
[0.17.76] Crash on load: "PropertyTree::getType()"
Same mod set had been working fine before unchanged, but loaded this time and this crash happened while the game was loading (mods used is in the log, CargoShips and BI was edited to not crash on 0.17.75+ via tiny edits as documented in their respective 0.17.75 issues). Native code crash, here's the...
- Mon Sep 09, 2019 9:02 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 363371
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
2. Take the fuel value off wooden beams. Raw wood is only used in two recipes: making wooden beams, and making big wooden poles. The latter is an Iron Age tech anyway so you've got, or are close to getting, electric inserters by then. It means that once wood is turned into a beam, it's somehow immu...
- Fri Aug 23, 2019 5:29 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 113382
Re: Friday Facts #309 - Controversial opinions
Something else about bots to add to my prior reply, it was suggested to me that a roboport should only control a limited amount of bots, perhaps in a limited area (only that roboport), which I quite like the idea of to keep their 'limited range throughput' part and lower their overall power.
- Fri Aug 23, 2019 4:14 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 113382
Re: Friday Facts #309 - Controversial opinions
I've had a few thoughts about a lot of these for a lot of years now: Electricity I'd personally prefer if electricity had only a maximum amount it could transfer on a given energynet, say, 1MW or 10MW or whatever for the lowest tier, however you could have different 'tiers' of energynets, such as th...
- Fri Jul 05, 2019 5:17 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 18243
Re: Friday Facts #302 - The multiplayer megapacket
@Raiguard: Which one? Tapemeasure at least seems to not need them seperate. I don't know - can mods do things when you hover over something? Does the server tell clients what you click on, or just that you click? Currently "pressed a button" and "selected something" are differen...
- Fri May 24, 2019 4:49 pm
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 27930
Re: Friday Facts #296 - All kinds of bugs
NULL checks are critical and should be absolutely everywhere. And result in instant failure of the application, with full debugging trace. The first line of any new C function that I write is literally just a list of any pointer parameters with: assert(parameter != NULL); assert(parameter2 != NULL)...
- Fri Apr 26, 2019 10:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.31] Sidebar Options UI inconsistency when reaching Size taller than Screen
- Replies: 8
- Views: 2048
Re: [0.17.31] So what happens if that Sidebar Options thing is larger than my Screen is tall?
Okay I have collected the Evidence for a GUI Bug, At 100% UI Scale after starting the Game normally, the Scrollbar does not exist despite the List definitely going offscreen. Then I have set it to 75% UI Scale in the Settings, and all of a sudden a Scrollbar appeared for that List!!! And then I wen...
- Sun Apr 14, 2019 1:56 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1238025
Re: Bugs & FAQ
AAI Industries fixes the nil left in the list, though angels still should ignore nil's since the engine itself does.
- Sat Apr 13, 2019 1:16 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1238025
Re: Bugs & FAQ
Also same issue as @mutkanum. The full error is: ``` 136.158 Error ModManager.cpp:1294: Failed to load mod "angelsrefining": __angelsrefining__/prototypes/override-functions.lua:529: table index is nil stack traceback: __angelsrefining__/prototypes/override-functions.lua:529: in function '...
- Sat Dec 15, 2018 7:46 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 33357
Re: Friday Facts #273 - Cutscene controller & Localisation plan
Zoom out to a height where both origin and destination are visible and then zooming in again would give a sense of overview, which is great when the player wants to figure out where the camera is moved to. This can be combined with slow movements for scrolling, which will allow the scroll movement ...
- Fri Oct 26, 2018 8:26 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 213148
Re: Friday Facts #266 - Cleanup of mechanics
You know we have wearable armor with grids, vehicles with grids, kind of have buildings with 'grids'/modules, why not have items with grids? Going with that matter Manipulator theme earlier it could also have a grid, say with some starting equipment such as a `Solar Panel`, `In-Hand Construction`, `...
- Fri Oct 26, 2018 4:26 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 213148
Re: Friday Facts #266 - Cleanup of mechanics
No loss of efficiency from switching to electric smelting while still using boiler-driven steam power? Interesting. Yeah this is weird here, I always found the efficiency loss going to electricity to be a great balancing measure, especially early game, and in my considerations to go to electric sme...
- Fri Jul 27, 2018 2:20 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 32714
Re: Friday Facts #253 - Fans & Fun
I'm getting it in the USA too, all good though.Jap2.0 wrote:That's odd, I'm not getting anything like that. Is that limited to the EU?
- Fri Jul 20, 2018 9:09 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 44130
Re: Friday Facts #252 - Sound design & Map editor
As mainly a late game player i often find myself reloading creative mode mod . Creating a small setup and testing it using items like creative belt loaders and fluid sources.Saving a blueprint, unload the creative mod and then resuming my main game. If the Map editor is to be truely powerfull i wou...
- Tue May 29, 2018 2:31 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 31521
Re: Friday Facts #244 - Localised plurals & Modernisation progress
and in future we would like to create Vulkan and Metal backends Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written ...
- Fri May 25, 2018 10:13 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 31521
Re: Friday Facts #244 - Localised plurals & Modernisation progress
What do you have?! OGL3.3 is on the order of rather ancient at this point... o.Ofiery_salmon wrote:So I will be unable to update to .17. A pity.
Yay, I am the 1%!