is there an example/comparison of the new technology icon graphics?
There's a lot of them so it's not so easy to make a complete preview/comparison :) Best just see it in game I guess.
is there an example/comparison of the new technology icon graphics?
There's a lot of them so it's not so easy to make a complete preview/comparison :) Best just see it in game I guess.
A lot of the things have internal names we called them during development, and a some stayed. :)
Ah recorded the whole thing with decoratives turned off
Came here to say this (:
Read moreI have hundreds of blueprints and some of them are very large and sometimes I find a bug in my blueprint. For example: wrong value in constant combinator. Or missing rail chain signal. Or misspelled station name, etc. To fix this bug you need to put out your entire blueprint, fix bug, then create new blueprint, name it same way as old one, assign same icons, don't forget to include trains if needed, set up snapped grid size/grid position (need to remember those values) and then delete your old blueprint. This is ok 1 or 2 times, but after dozen times the overhead becomes annoying. It would be much easier to edit existing blueprint than creating a new one.
ah okay. yes, if your main issue is on editing BPs I feel your pain points. I thought you meant creating them was extremely inconvenient but you were actually referring to editing them.
I too wish /u/v453000 would update his ...
I've mentioned a bunch of times, but yes, there are big reasons.
Most importantly, scripts can't write in to BP library. The version of my mod was using blueprints in inventory, which is very inconvenient nowadays. There's some more stuff, but this was the biggest one I think.
This looks so cool.
Just been using the in-game sprites. Prioritizing the one we see most: the in-game functioning inserter.
There's a slightly different version seen when destroyed, with alt views for the green inserter. There's also 2 instances of one smaller stylized one, likely to make it more appealing for small icons, but is completely different.
yes :)
That's excellent! This is what a mall should look like.
That's amazing :) I'm for sure not going to use that, but this is really well done.
Looks like you'll need another visit to the restroom, or is it too late?
The important features are what counts.
Excuse me, how the f*ck XD
That's sick.
The factory must shrink?
Sounds like heresy, doesn't it?
OpenTTD
it costs your soul.
Edit-Blueprints was never compatible with the Blueprint Library, you could only use it with blueprints in the inventory. The problem is, that until late versions of 0.18 it made a lot of sense still to just not use the blueprint library, but nowadays it doesn't really make sense.
Essentially, a script can't write into blueprint library, and it's strongly unlikely we'd change that. So Edit-Blueprints isn't really interetsting for me anymore.
I'd love to see something similar too, but there are other problems - like how does it work in multiplayer? If it just teleports you to a safe surface, you can use it to escape death, if you build a lab and make it work, it contributes to real research, and a lot more of weird nuances.
Good luck making graphics for that. :)
I was considering to do this many times, exactly for this reason.
But each time I tried I came to the same conclusion that whenever rails have junctions it's not really better.
Also, not having perfect or convenient numbers generally leads to more variety in solutions.
Oh... oh god.
Well... do you at least have all achievements?
But no wonder the game is so good, often times (in non-indie studios I guess) the people who create the game are not the people who play the game. At least it feels very much like that.
Comparing that to you guys I remember some (a lot of) dev logs where you were like "so I tried this and that and... well something was missing so we just added it".
You are awesome and we appreciate that very much and that can't be said often enough.
Yeah, achievements aren't hard to get. :)
Yeah we play a lot, sometimes the most difficult part is to prevent yourself from making changes that fix your specific factory XD
when you are doing the polish, you could look into the LTN monitor mod. It shows the full inventory of all the stations in the netwerk, but also requests, trains underway etc. Its practially required to debug LTN problems, and would be a good way to approach the logistic networks.
I didn't quite confirm we'll do it, I Just admitted that it's a gui that didn't get much love.
Never say never though! :)
have simply played the game a lot
Assuming you know the number (maybe via Steam): How many hours?
Oh god why do you have to ask such questions XD
I'm not sure, obviously I have some hour on steam, but sometimes I just opened the steam version in the morning to check how is something in the official release, and forgot to close it for an entire day, while dev versions have no time tracking like that. I could try to add the combined playtime from all the saves but that would be a lot of work and I don't even have all of the savegames either.
My steam has 3000 hours, and I bet the idle opened Steam version hours are much less than the time I played on dev versions, so likely a lot more than that. I suppose 4-5000+ isn't impossible but sounds absolutely mental.