Search found 223 matches
- Sat Aug 03, 2019 2:33 am
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61506
Re: Friday Facts #306 - Experimental Demo
One quick nitpick: In the evacuation stage it asks me to pick things up. But I'd already picked up everything I wanted in the previous step (OK, yeah I've played it before, but to me "prepare to evacuate" implies "pack your stuff" so I doubt I'd be the only one to respond that wa...
- Thu Aug 01, 2019 1:46 am
- Forum: Ideas and Suggestions
- Topic: Alert host when players join paused game
- Replies: 0
- Views: 497
Alert host when players join paused game
Pretty self-explanatory. Unless I'm going something wrong, it seems that currently when the game is paused I can't see players join. This is inconvenient since I might want to keep the game paused while I wait for someone to show up.
- Fri Jul 19, 2019 5:38 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211264
Re: Friday Facts #304 - Small bugs; Big changes
My only concern with the oil change is that it make could make heavy oil scarce. Although somewhat unusual, there are times when this could be an issue, such when you first start rolling our express (blue) belts. Currently switching one or more refineries back to basic oil processing was an easy sol...
- Fri May 03, 2019 10:18 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 55998
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
IMHO, the wall remnants look a little too flat compared to the others, like the wall was ground into a fine powder... What about some nice toppled chunks?
- Fri Apr 12, 2019 10:36 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 36338
Re: Friday Facts #290 - Rail building changes & High-res icons
I like the idea of being able to start the rail planner without placing a rail first, but please keep the ability to connect to an existing rail too. Especially on the diagonals and curves it can be difficult to eyeball a connection, so being able to explicitly continue an existing rail will remain ...
- Tue Apr 09, 2019 7:27 pm
- Forum: Releases
- Topic: Version 0.17.28
- Replies: 25
- Views: 17346
Re: Version 0.17.28
Right, the top bug "Fixed a crash when hovering over some inventory-like GUI elements." must have been caught just after release of .27. It sounds pretty bad, so I guess they took it down immediately, and put out a fix.
- Sun Apr 07, 2019 4:45 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 509394
Re: Simple Questions and Short Answers
Thanks guys for the answers. Still mightily confused about how to get rid of an empty blueprint, nothing seems to work... I'm not aware of any better way than using it and then deleting it. About pollution, is pollution consumed by biters to have them grow? But if yes, why biters in distant places ...
- Sat Apr 06, 2019 6:23 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58570
Re: Friday Facts #289 - Character GUI
On thing in the character gui that is bugging me might be just me using it wrongly... [snip] Is there a way to only move items (all at once) from inventory to empty chest - without moving the locked in place stuff? You kinda are using it wrong, honestly. It's a filter, not a lock. It means "sa...
- Sat Apr 06, 2019 6:14 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58570
Re: Friday Facts #289 - Character GUI
I don't understand what confuses you. There are two numbers, min and max. If they are both the same, only one number is shown. Otherwise both numbers are shown, min at the top and max at the bottom. Isn't that already what you are proposing? I disagree with merging them, and also with the fact that...
- Fri Apr 05, 2019 7:25 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58570
Re: Friday Facts #289 - Character GUI
I thought that too, although you can always use ctrl+f. The button is probably there more as a hint that that you can do so than anything else. I would assume the tooltip also tells you the shortcut. If not it should.
- Fri Apr 05, 2019 7:23 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 58570
Re: Friday Facts #289 - Character GUI
I like the idea of merging requests and auto-trash, but the way the numbers are in this mockup is a bit confusing in my opinion. The fact that the way each is displayed depends on the state of the other seems more complicated than necessary. I think it would be better if they each had their own styl...
- Thu Mar 28, 2019 4:39 am
- Forum: Campaign / Scenario suggestions
- Topic: Tutorial experience - unfortunately not good
- Replies: 6
- Views: 4498
Re: Tutorial experience - unfortunately not good
I think the key problem is that they are trying to do two completely opposite things in one: a tutorial and a campaign. Yep, that's it right there. Making a tutorial that feels like a natural part of gameplay is something that sounds good, and has often been attempted, but it very rarely turns out ...
- Wed Mar 27, 2019 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 23
- Views: 9046
Re: Temporary Stations = Manual train mode
What if the train returned to manual mode only if it was manual before you set the temporary stop? There are reasons for wanting either manual or automatic, so I don't think switching from one assumption to the other is much of an improvement. But the state unchanged seems like it would have a great...
- Wed Mar 27, 2019 2:09 am
- Forum: Not a bug
- Topic: [0.17.21] [NOT A BUG, please move] Missing priority arrows on splitters
- Replies: 2
- Views: 1023
Re: [0.17.21] Missing priority arrows on splitters
Are you sure this isn't simply related to whether "alt mode" is turned on or not?
- Wed Mar 27, 2019 2:02 am
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 16411
Re: A Deeper Look into Combat Robotics
Personally I would like to see them reworked to remove the assumption that they are single-use items. I would prefer they be more like construction robots. That would be a major change and mean, among other things, that they would need to be tough enough to stand a decent change of surviving fights....
- Tue Mar 26, 2019 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Can you give back possibility to long waiting times for trains
- Replies: 2
- Views: 712
Re: Can you give back possibility to long waiting times for trains
Are you playing the current version? This was a bug earlier but it should be fixed now.
Note that the slider still only goes up to 120, but you can enter a higher number by clicking in the text box.
Note that the slider still only goes up to 120, but you can enter a higher number by clicking in the text box.
- Mon Mar 25, 2019 6:11 am
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 16411
Re: A Deeper Look into Combat Robotics
Good analysis. I too, stopped using them a long time ago after my initial tests proved unimpressive. I didn't even realize they got worse still in the latest version. If the devs can find time, I think they should give these guys a major overhaul before the 1.0 version. Like redesign from the ground...
- Mon Mar 25, 2019 5:40 am
- Forum: Ideas and Suggestions
- Topic: Hovering over cliffs with cliff explosives highlights the cliffs that will explode
- Replies: 1
- Views: 617
Re: Hovering over cliffs with cliff explosives highlights the cliffs that will explode
Yes please, that would be very helpful.
Or at least give us a circle showing the blast radius to make estimating easier.
Or at least give us a circle showing the blast radius to make estimating easier.
- Mon Mar 25, 2019 5:33 am
- Forum: This Forum
- Topic: Spoiler tag
- Replies: 13
- Views: 4630
Re: Spoiler tag
It seems like this forum doesn't use the collapsible kind of spoilers, instead it just turns the text black-on-black, so it doesn't work with images.
- Sun Mar 24, 2019 6:20 pm
- Forum: Gameplay Help
- Topic: 0.17: How to deconstruct tile ghosts?
- Replies: 4
- Views: 2770
Re: 0.17: How to deconstruct tile ghosts?
This seems to work fine. 0eNplj9EKwjAMRf8lzx1s6FT6KyKlrNksdqk0mThG/9069WH4Fk5yc+9dwGEXiSVNnfhI5h4sESbQCzCKeBr4PSOJl9n0PggmM0aHoGu1xeXwvADZsexAfMBquEYWUODJ4bMI8kWBJEQ2lpxJsbuxiRRm0L0NjGpV/ZmskDHgJ+GX5/JWcCxW2wbVr4GCR8lUCOjjrm7atj01+0POL7XlVzo= I guess I can see how it's unintuitive that "tile gh...