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by y.petremann
Sat Aug 26, 2017 1:48 am
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 49523

Re: Friday Facts #205 - Teaching the things that everybody knows

Thinking a bit more about this: Maybe instead of trying to cram everything into tooltips, have a sort of in-game "wiki" (like .chm files in old times...) that is searchable and explains every item / concept properly. That kind of single-info-source also makes it very easy to give newbies ...
by y.petremann
Sat Aug 26, 2017 1:38 am
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 49523

Re: Friday Facts #205 - Teaching the things that everybody knows

What I think is that some players swap from the survival world and the sandbox world, I think that tutorial mecanism would be interesting to quickly access some sort of sandbox world. Also nuclear stuff is quite impressive, some people never goes to nuclear because it looks over-complicated, which i...
by y.petremann
Fri Jul 07, 2017 5:45 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68877

Re: Friday Facts #198 - Rail segment visualisation

4-colour theorem says that you should only need four different (hopefully harmonising) colours to display any such rail-markers. If you can find four nice colours, that go well together without circus effects (e.g. pastelly or something), it should be easily do-able and you only have to worry about...
by y.petremann
Fri Jul 07, 2017 5:37 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68877

Re: Friday Facts #198 - Rail segment visualisation

Neotix wrote:I think that we don't need colors because if separators are clearly visible then it's enough to see each rail block.
It can be green like signals indicators.
I think that they should include a "faulty separator" when a rail signal is used to separate part of the same segment.
by y.petremann
Fri Jul 07, 2017 5:28 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68877

Re: Friday Facts #198 - Rail segment visualisation

4-colour theorem says that you should only need four different (hopefully harmonising) colours to display any such rail-markers. If you can find four nice colours, that go well together without circus effects (e.g. pastelly or something), it should be easily do-able and you only have to worry about...
by y.petremann
Fri Jul 07, 2017 5:15 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68877

Re: Friday Facts #198 - Rail segment visualisation

Really cool for the rails, maybe you could simply add a line like you does bou only on the current block and adjacent one. The current One would always be of a specific color or a vibrant color where other segment would be of an attenuated color.
by y.petremann
Wed Jun 28, 2017 4:17 pm
Forum: News
Topic: Friday Facts #196 - Back on track
Replies: 42
Views: 22980

Re: Friday Facts #196 - Back on track

Feedback for tutorials : They are great, but unfortunately the tutorial system doesn't get all the love : If someone want to go to tutorial when on a multiplayer server, warn them that they will be disconected from the server during the time they complete it, then reconnect to the server at the end....
by y.petremann
Fri Jun 16, 2017 9:54 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 126210

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

Looking toward this too, would really apreciate to have some sort of factorisimo logic xince we can't do it anymore with pure vanilla logic (cable connectionn between surfaces)
by y.petremann
Fri Jun 16, 2017 8:11 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 53916

Re: Friday Facts #195 - Poles re-design

Great icons ...
by y.petremann
Tue Jun 13, 2017 7:38 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 538636

Re: [MOD 0.14] AAI Programmable Vehicles

Hi, got a crash :

Code: Select all

Error while running event aai-programmable-vehicles::on_tick (ID 0)
__aai-programmable-vehicles__/control.lua:1640: attempt to index field 'navigator' (a nil value)
by y.petremann
Mon Jun 12, 2017 12:11 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 538636

Re: [MOD 0.14] AAI Programmable Vehicles

I've got a situation, I use coal as fuel and I have 4 depots for iron, copper, stone and coal, the fact is that my hauler is set to follow task with priority : Hauler(coal<1000) & Coal Miner(coal>0) : go to CoalMiner Depot(Iron<10k) & Hauler(Iron<1000) & IronMiner( Coal<100 | Iron>1000 ...
by y.petremann
Mon Jun 12, 2017 1:13 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 538636

Re: [MOD 0.14] AAI Programmable Vehicles

I've got a situation, I use coal as fuel and I have 4 depots for iron, copper, stone and coal, the fact is that my hauler is set to follow task with priority : Hauler(coal<1000) & Coal Miner(coal>0) : go to CoalMiner Depot(Iron<10k) & Hauler(Iron<1000) & IronMiner( Coal<100 | Iron>1000 )...
by y.petremann
Sun Jun 11, 2017 1:02 pm
Forum: Duplicates
Topic: [0.15.19] Blueprint with modded stuff loose them
Replies: 1
Views: 735

[0.15.19] Blueprint with modded stuff loose them

Hey, it simple, if a blueprint with modded stuff is created, saved in blueprint library and then accidentally loaded (still in blueprint library) in a game without that modded stuff, then the modded stuff is gone, if you load again your modded stuff map, it's still gone. The case here come to the fa...
by y.petremann
Wed Jun 07, 2017 2:09 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 538636

Re: [MOD 0.14] AAI Programmable Vehicles

Got an error : Error while running event aai-programmable-vehicles::on_tick (ID 0) __aai-programmable-vehicles__/util.lua:135: attempt to index local 'b' (a nil value) The structure that caused the crash : 0eNrtXVtvm0gU/i88rkzEXIGo25dUkfLcx1VlEXsSo2KwAKf1VvnvOxgnxjADM8NgJyu/tLWNj4c51+87h+kf5zHZsk0ep...
by y.petremann
Fri Jun 02, 2017 5:18 pm
Forum: News
Topic: Friday Facts #193 - Party planning & plans
Replies: 32
Views: 19372

Re: Friday Facts #193 - Party planning & plans

I wonder how the water-to-terrain would work ?
by y.petremann
Fri Jun 02, 2017 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.15.16] Mod settings revert to default for campaigns
Replies: 5
Views: 1772

Re: [Rseding] [0.15.16] Mod settings revert to default for campaigns

Some mods use Map (runtime-global) settings for something that take effect directly when map load or generate, unfortunately those settings revert to default when starting a campaign, where it should instead use actual values. As an example, you could look for creative mode that display his initial...
by y.petremann
Thu Jun 01, 2017 11:49 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.15.16] Mod settings revert to default for campaigns
Replies: 5
Views: 1772

Re: [Rseding] [0.15.16] Mod settings revert to default for campaigns

Some mods use Map (runtime-global) settings for something that take effect directly when map load or generate, unfortunately those settings revert to default when starting a campaign, where it should instead use actual values. As an example, you could look for creative mode that display his initial...
by y.petremann
Mon May 29, 2017 10:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.15.16] Mod settings revert to default for campaigns
Replies: 5
Views: 1772

[Rseding] [0.15.16] Mod settings revert to default for campaigns

Some mods use Map (runtime-global) settings for something that take effect directly when map load or generate, unfortunately those settings revert to default when starting a campaign, where it should instead use actual values. As an example, you could look for creative mode that display his initial ...
by y.petremann
Fri May 26, 2017 9:29 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29788

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

That quite hard to do that way because it would need a full memory search done in the mod and not by program which result in bad performances, instead the solution would be to do some sort of call map in the ram, so you could call not by direct address but by a pointer which could be interesting be...
by y.petremann
Thu May 25, 2017 9:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.13]Crash with mod error and --load-game
Replies: 1
Views: 1809

[0.15.13]Crash with mod error and --load-game

I've a test world for one of my mod I'm developing and either way if I don't set --load-game or I've no error in my mod (any one), then it works fine, but If the two elements are combined, I don't get the mod error gui asking me if I want to disable or restart the game, instead I got a crash. 0.000 ...

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