Hi all. The new randomly rotated menu backgrounds, at modding level, will change the behaviour of main_menu_background_image_location field? Or will implement new fields like "main_menu_background_image_locations"?
Linver wrote: ↑Fri Oct 30, 2020 8:46 am
Hi all. The new randomly rotated menu backgrounds, at modding level, will change the behaviour of main_menu_background_image_location field? Or will implement new fields like "main_menu_background_image_locations"?
Oh yes, mods, you will be able to defines all your own simulations if you want!
And if not, if there are no simulations (defined in utility constants), the old system of a single main menu background will be used
Wow, the ghost belt and pole placement extras are awesome, aswell as pressing e to confirm and the spidertron build evasion
Did you add logistics to spidertron? I think you meant that, but I don't explicitly see it.
Idea for the main screen: Do some post processing to the map, so that colors aren't super vibrant, maybe a bit like with the website background image. I kinda like the old, relaxed, darkish background. Having a super vibrant 'IN YOUR FACE' flashy thing going on would maybe take away a bit of clarity from the menu.
Or maybe make a big, transient box shadow under the menu UI itself, so that it's nicely elevated.
Only bit I'm a little skeptical about is ghosts replacing physical buildings. Guess I'll have to wait and see how I like it, but I wonder if an option to enable or disable this would be good.
Absolut genius little improvments!
Good job ... when we can have it
And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher.
That would be a nice QOL change
DOSorDIE wrote: ↑Fri Oct 30, 2020 9:01 am
Absolut genius little improvments!
Good job ... when we can have it
And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher.
That would be a nice QOL change
we could completely remove the logic of revived poles trying to connect to new poles, as instead, it followed the pre-determined connections from the ghost state, so the process is more deterministic from the user point of view.
That is great. Hail of trains and random wires from blueprint bugs me for years. Thank you so much.
I have nice laser fence design,using switching power on demand, which need precise wiring. So with a new update I can stamp it instead of manually repair each tile. Superb.
The connections inside the blueprint are strictly following the original, while the connections to the entities already existing on the map are being automatically created as before.
It is eighter unfortnate statement or unfortnate functionality.
Test case: Make a regular grid of poles conecting eeach other, so each pole has 4 conections.
Then make it so, the bluprint of 4 poles conecting each other, with only one wire connects to the rest of the grid.
Then stamp blue print. Result should be, the blue print connects with only one wire, not four.
e.g. The blue print should search for "outside" conectivity only by those poles, which was not manualy restricted (to inside connection).
e.g. The pole which is on the edge of blue print and has manualy restricted wires (to only inside connections), it should stay so. So after placing a blueprint there is an pole in range available but not connected.
Would you also fix 3rd of my long term pain. Add Description for a combinator. Due to complexity of some creations, it is great to prevent re-invent wheel feel and allow write notes what is what, what it is doing/idea/guide. Basiicaly same descrition box as blueeprint has.