Search found 96 matches
- Mon Jan 14, 2019 11:34 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64975
Re: Friday Facts #276 - Belt item spacing & Script rendering
Why did you guys use 8 lights for each belt instead of 1? It's not 8 but 2x4 - 4 for each side of the belt. I interpret the lights as the amount of items on the side. The lamps are probably programmed to shine with items = 2, 4, 6, 8. That's why the 0.16 lamp flickers because it recives 7 or 8 inco...
- Mon Jan 14, 2019 11:31 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 43291
Re: Friday Facts #277 - GUI progress update
I haven't played many of the scenarios as i haven't finished the campaign yet.
I don't think a random map would be more fun than a hand-crafted one, but i also think there should be variety, in which case i'd definitely play more than if it was only one or a couple maps.
Maybe we could have both.
I don't think a random map would be more fun than a hand-crafted one, but i also think there should be variety, in which case i'd definitely play more than if it was only one or a couple maps.
Maybe we could have both.
- Fri Jan 11, 2019 1:07 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64975
Re: Friday Facts #276 - Belt item spacing & Script rendering
Why did you guys use 8 lights for each belt instead of 1?
- Sun Dec 30, 2018 5:45 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155990
Re: Friday Facts #275 - 0.17 Science changes
Why make the requirement be the Empty Rocket instead of letting it continue being the Satellite? Just make it clearer that a satellite is needed.
- Sun Dec 16, 2018 10:26 am
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 39628
Re: Friday Facts #270 - HR Substation & Save/Load overview
I really like the color for the solar panels. It's pleasing to the eyes.
- Sun Nov 18, 2018 12:29 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84777
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
This is really awesome. I never thought i would ever see this implemented because it was such a tiny thing.
- Sat Oct 13, 2018 9:43 am
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 44927
Re: Friday Facts #264 - Texture streaming
Why do the shadows have their own dedicated sprites?
Is that really less performance intensive than generating one in-game by using the already existing sprites?
Is that really less performance intensive than generating one in-game by using the already existing sprites?
- Fri Oct 12, 2018 11:39 am
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52964
Re: Compilatron's blurry face
Unless he cares what we think, i'm not sure the pixel display that is his face should be blurry. It stands out because the rest of the image is of such high quality. You realise that the reason the rest of the image is high quality is the same reason the plastic bits of a Commadore 64 aren't pixela...
- Sat Sep 29, 2018 10:33 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52964
Compilatron's blurry face
Unless he cares what we think, i'm not sure the pixel display that is his face should be blurry.
It stands out because the rest of the image is of such high quality.
It stands out because the rest of the image is of such high quality.
- Sat Aug 25, 2018 12:35 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 111
- Views: 50741
Re: Friday Facts #257 - NPE/Campaign update
Why the need for terrain where the player can't build stuff?
- Wed Jun 13, 2018 2:41 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 62331
Re: Friday Facts #246 - The GUI update (Part 3)
Love this UI, and that ore mockup is smexy.
Though, i gotta say; don't hope, implement a recommendation or something so the players actually press the random seed button.
Though, i gotta say; don't hope, implement a recommendation or something so the players actually press the random seed button.
- Sat May 19, 2018 5:43 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 60221
Re: Friday Facts #243 - New GUI tileset
What do you mean have respect for ketchup?Jon8RFC wrote:Neat to see the new office. More pictures as everyone gets moved in!
I'm just glad to see that SOMEONE brought ketchup. I taught my nephews about a year ago to "have respect for ketchup".
- Fri Apr 27, 2018 11:13 pm
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 19033
Re: Friday Facts #240 - Factorio-data & Fast pipe replace
Why has the pipe sprite for when you're placing them been the vertical version for so long? It's frustrating to look at.
It would be cool if it changed from vertical/horizontal based on the last one you used. If it were like that, it could even be done with corner ones.
It would be cool if it changed from vertical/horizontal based on the last one you used. If it were like that, it could even be done with corner ones.
- Wed Oct 25, 2017 11:29 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 65244
Re: Friday Facts #212 - The GUI update (Part 1)
This looks fantastic.
But well, it's just a mockup. I'll have to wait and see it in-game, hopefully everything translates well.
But well, it's just a mockup. I'll have to wait and see it in-game, hopefully everything translates well.
- Tue Aug 08, 2017 8:25 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 49074
Re: Friday Facts #185 - Progress report
What's so good about this new night vision? I don't see anything other than a normal torchlight.
- Tue Aug 08, 2017 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Lock the rotation of belts
- Replies: 1
- Views: 961
Lock the rotation of belts
Upon clicking on belts with the left click, the option to lock their rotation would appear. This would fix having to make belts go around belt corners just to make an item be on the left/right side. By locking their rotation i mean that they wouldn't automatically rotate once you placed a belt next ...