Search found 410 matches
- 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 ...
- 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...
- 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...
- 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
I think that they should include a "faulty separator" when a rail signal is used to separate part of the same segment.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.
- 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...
- 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.
- 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....
- 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)
- 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 ...
- 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)
- 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 ...
- 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 )...
- 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...
- 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...
- 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 ?
- 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...
- 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...
- 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 ...
- 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...
- 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 ...