Search found 59 matches
- Sat Dec 01, 2018 3:05 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51195
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
I fully expect to use oil refineries to produce liquid uranium No, he is burning lube in the heat exchanger I'm quite sure that the heat exchanger is performing the new Glex Uranium Enrichment Process, the newer, better replacement version of Kovarex Enrichment. I wouldn't be surprised if it needed...
- Fri Nov 30, 2018 7:34 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51195
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
The poster is gorgeous! I fully expect to use oil refineries to produce liquid uranium; use construction bots to increase the speed of electric furnaces; and hire biters as train maintenance staff. The Wube logo looks cool, but it doesn't have much of a silhouette; it won't be recognizable in a 16x1...
- Thu Nov 22, 2018 1:49 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84776
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I love all the changes, but I didn't see anyone mentioning the biggest problem I've always had with underneathies, which is that the "in" end looks too similar to tho "out" end. When zoomed out, and in a factory with a two-sided main bus, it can be hard to spot sometimes. My sugg...
- Sun Nov 18, 2018 2:13 am
- Forum: 1 / 0 magic
- Topic: [posila] Display refresh freezes when video output is changed
- Replies: 9
- Views: 3756
Re: [posila] Display refresh freezes when video output is changed
Hi, I don't know if it's related or not, but here goes. My display crashes (with an error message) every time I switch between HDMI output or native laptop display. This is an exclusive switch (I'm only used the two highlighted options from project-menu.png), and the screen resolutions are different.
- Sat Sep 29, 2018 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Victory screen shouldn't offer to save replay if unavailable
- Replies: 2
- Views: 2671
Re: [0.16.51] Victory screen shouldn't offer to save replay if unavailable
Wow that was fast! I suppose it was simple enough.
- Sat Sep 29, 2018 10:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Victory screen shouldn't offer to save replay if unavailable
- Replies: 2
- Views: 2671
[0.16.51] Victory screen shouldn't offer to save replay if unavailable
Repro steps:
1. Start new game without save replay enabled.
2. Launch a rocket.
Actual result:
Game offers to save replay anyway (and the file won't have any replay information).
Expected result:
"Save replay" is either not visible or disabled (with a tootip explaining why).
1. Start new game without save replay enabled.
2. Launch a rocket.
Actual result:
Game offers to save replay anyway (and the file won't have any replay information).
Expected result:
"Save replay" is either not visible or disabled (with a tootip explaining why).
- Thu Sep 27, 2018 3:39 pm
- Forum: Ideas and Suggestions
- Topic: [0.16.51] Mod keyboard remaps should be permanent.
- Replies: 6
- Views: 2083
Re: [0.16.51] Mod keyboard remaps should be permanent.
By that logic mod settings should be stored infinitly as well. I specifically declared the remaining mod settings as out of scope of this report. If the devs decide that all those yottabytes of mod settings should be stored infinitely, I do not care. It's explicitly out of scope of the report. Plea...
- Thu Sep 27, 2018 3:29 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 41204
Re: Friday Facts #261 - Performance + New player interaction
What do you mean it's not using the full width of the monitor!
- Sun Sep 16, 2018 3:47 am
- Forum: Ideas and Suggestions
- Topic: [0.16.51] Mod keyboard remaps should be permanent.
- Replies: 6
- Views: 2083
[0.16.51] Mod keyboard remaps should be permanent.
Repro steps: 1. Install a mod with keymaps (e.g. update planner) 2. Remap its keys (e.g. change from U to G) 3. Deactivate the mod (say, to load a different game or server) 4. Reactivate the mod Actual result: My remap is forgotten. Expected result: My remap is permanent. Every time I load that mod,...
- Thu May 10, 2018 12:07 am
- Forum: Ideas and Suggestions
- Topic: Sorting savegames: by date / world
- Replies: 55
- Views: 16094
Re: Save game system
I would like to add my support to this novel idea of Sorting Saves by Date.
- Tue Mar 13, 2018 3:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.30] New radar radius misplaced in map mode
- Replies: 3
- Views: 1354
[0.16.30] New radar radius misplaced in map mode
Steps: Have a large enough base (>10 chunks) with radar and roboport coverage. Go to map mode and zoom into the opposite end of your base, enough to be able to place ghost entities Select a radar to place and check the coverage shadow in the minimap Actual result: The radar shadow is misplaced in th...
- Wed Jan 10, 2018 9:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags]Flamethrower range inconsistencies
- Replies: 2
- Views: 2347
Re: [wheybags]Flamethrower range inconsistencies
Thank you!
(edited out comment about the design thing, I'll make a suggestion thread some other day)
(edited out comment about the design thing, I'll make a suggestion thread some other day)
- Mon Jan 08, 2018 3:02 am
- Forum: Ideas and Suggestions
- Topic: Naming Train Stops - list box include stops no longer mapped
- Replies: 1
- Views: 687
Re: Naming Train Stops - list box include stops no longer mapped
RED also means train stations that very much exist, but are disabled by circuit.
I completely agree though, it'd be helpful to be able to quickly relocate/recreate stations.
I completely agree though, it'd be helpful to be able to quickly relocate/recreate stations.
- Mon Jan 08, 2018 2:37 am
- Forum: Ideas and Suggestions
- Topic: Make underground pipes only 1 tile longer, please :)
- Replies: 15
- Views: 5064
Extend pipe-to-ground reach by 1 extra tile
TL;DR
Make pipe-to-ground skip 10 tiles instead of 9, for nuclear reactor purposes.What ?
Just this one extra tile.Why ?
Just...out...of...reach....- Mon Jan 08, 2018 1:06 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags]Flamethrower range inconsistencies
- Replies: 2
- Views: 2347
[wheybags]Flamethrower range inconsistencies
I'm going to report two things at once here. One is a bug for sure, the second one, eh, it's more of a design problem that I don't really know how to solve. There are two ways to see flamethrower turret range: 1. green area while placing 2. red area while in map view These are slightly different rig...
- Sat Jul 01, 2017 9:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] 0.15.26 "New hope" campaign always respawn in the middle
- Replies: 1
- Views: 1451
[Klonan] 0.15.26 "New hope" campaign always respawn in the middle
Steps: 1. Start map 1, 3 or 4 of the campaign "New hope" 2. Die immediatelly 3. Click continue 4. You'll be respawned in the middle of the map, and it might be hard to get back to the initial area (not so much on map 1) and continue playing normally I haven't tested further into the campaign
- Fri Jun 09, 2017 1:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.x] DVORAK keyboard, activates GUI during chat
- Replies: 11
- Views: 4612
Re: [0.15.x] DVORAK keyboard, activates GUI during chat
Hi, Dvorak user here on Windows 10, same problem with inventory key (. in Dvorak). The apostrophe doesn't happen though.
- Mon May 29, 2017 12:43 am
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6769
Re: My trains keep trying to loop...
Also, your loops are only halfway signaled. I wrote a long rant explaining why exactly you were wrong, and, in the middle of it, I realized that if I add four more chain signals in the diagonal junction of each roundabout, it might be enough to make these silly trains stop trying to go over themsel...
- Sun May 28, 2017 5:09 am
- Forum: Gameplay Help
- Topic: My trains keep trying to loop...
- Replies: 17
- Views: 6769
My trains keep trying to loop...
...and that results in frequent deadlocks