It's a them den.
You're welcome.
u/dewiniaid
It's a them den.
You're welcome.
So I'm picking this game up after a long hiatus -- one where an unfortunate series of events saw half my car's body panels and my scrapper go AWOL while I was driving to a portal. Started skirting some of the outer zone to try to replace what was lost quickly...
Somehow, in the middle of my run, a big chunk of my UI went entirely missing. Going left and right on the dpad no longer shows what's on the buttons (though it does successfully change what tool I'm on) and no text is shown on screen to see what I'm targeting -- i.e. it no longer says I'm targeting a steel bumper -- or what the health of it is. Or how much fuel is in a fuel tank. Scanning likewise is completely nonfunctional; it
So I don't think I technically am non-binary. I had a few weeks years ago where I was questioning but my conclusion amounted to "I feel most comfortable identifying as cis male but societal gender norms are stupid." To me this means there's nothing wrong with a guy wearing a skirt or a dress and it doesn't need to mean anything beyond that's what I felt like wearing today.
I've raided a little bit of my (very supportive) wife's wardrobe and found a few things I've liked (I'd share pictures, but ADHD means I'll never finish this post I've been putting off for years because I need to edit them for the Internet), but I've not had the chance to acquire any more traditionally femme clothing f
Every now and then I see a comment that mentions some things that players do to better organize or keep track of their game state/etc., but I've never seen a single thread compiling them all in one place. So I figured I would make one -- starting with some tracking things that I do in my Spirit Island games:
Place destroyed towns and cities on/near the Fear Pool
When we destroy towns and cities, we simply move them to the fear pool. When it makes sense to (usually after Fast powers resolve, or sooner if there's a mechanical reason to do so), we convert them to Fear directly from the pool. This ensures we don't forget to earn Fear for town and city destruction (and prevents it from b
So, I like using a variety of colors in my factories so not everything is the same orange building. Problem is: we're limited to 16 color swatches. Yes, Update 5 (which I'm using) lets you do custom colors but that's harder to keep track of since you can't copy the color something else is using easily.
So I had an idea of trying to create a 16-swatch 'palette' based off of a combination of presets used by various people. My contribution to kick this off: Industrial Green, as depicted on the constructor and the green wall in this image.
Colors used here:
Green / Primary: #5A764E (105, 0.58, 0.18)
Blue-purple-grey / Secondary: #53496D (254, 0.57,
Don't know why I never thought to try this until now.
I recently released Subtle Map Tile Colors today, mainly to solve one of my annoyances with Alien Biomes (and occasionally vanilla) where certain colors of terrain would make it hard to see certain features.
Subtle Map Tile Colors allows you to apply a global saturation and lightness filter to all the minimap colors for non-water tiles, so you can make them darker and/or less saturated so other things (like resource deposits) stand out more. This particularly helps visibility of stone deposits in sandy areas, though the 'darken' option can make coal harder to see. These filters occur as late
I've spent a giant chunk of today updating my quality-of-life mods to work on Factorio 0.18, as well as some general maintenance fixes. Here's a quick summary with abridged changelogs for everything:
Blueprint Extensions:
"Blueprint Extensions adds a few useful utilities for blueprint placement and management:"
RailTools:
"Railtools [helps with building rails] by calculating distances between signals, highlighting
Blueprint Extensions 0.4.0 released, with new auto-landfill features
I don't normally toot my own horn as a mod author here, but every now and then I feel like I should share something. So, without further ado:
It's no joke, I've just released version 0.4.0 of Blueprint Extensions for Factorio 0.17.23+. The main new feature in this version is the ability to automatically add landfill to blueprints, along with some revamped GUI functionality.
For those new to the mod, Blueprint Extensions has a number of other useful quality-of-life tools related to blueprints: