Search found 31 matches
- Sun Jun 25, 2023 9:01 pm
- Forum: Modding interface requests
- Topic: take_screenshot flag for train status text
- Replies: 2
- Views: 710
take_screenshot flag for train status text
tldr Add toggle to take_screenshot to disable rendering of the train status text What? Add a flag `take_screenshot(..., show_warning_text::boolean? default=true)`. When the flag is true (or default), capture the floating text. When the flag is false, do not render the text. Why? During the take_scr...
- Tue Jun 06, 2023 8:33 pm
- Forum: Implemented Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 72
- Views: 25852
toggle off blinking warning icons
TL;DR Add a toggle to stop power/fuel warning icons from incessantly flashing What? When entities are without power, or fuel, they flash with a warning icon. Please could we have the behaviour changed, or a toggle added to stop these from blinking endlessly? For example, replace the blinking with a...
- Wed Sep 07, 2022 12:45 pm
- Forum: Questions, reviews and ratings
- Topic: I can't place certain entities on landfill and i don't know why
- Replies: 16
- Views: 3718
Re: I can't place certain entities on landfill and i don't know why
Save fles that do and don't work would be really usefull in debugging this, I agree.
- Tue Sep 06, 2022 8:19 pm
- Forum: Questions, reviews and ratings
- Topic: I can't place certain entities on landfill and i don't know why
- Replies: 16
- Views: 3718
Re: I can't place certain entities on landfill and i don't know why
Hey - I'm the author of Transport Drones on Asphalt. Sorry you are having problems and it's weird that they are inconsistent across different people's experiences. Is there some other mod that you have installed that triggers the issues? My initial guess at the culprit would be space exploration, as...
- Thu Aug 04, 2022 3:30 pm
- Forum: Gameplay Help
- Topic: Unfair train scheduling
- Replies: 8
- Views: 2880
Re: Unfair train scheduling
Instead of using wait time the number of unsuccessfull repaths could be used. After a certain number a notification could appear. "path blocked" for example. I do like the idea of an unsuccessful repaths warning. I don't have a feel for what a good setting for this would be, but it would ...
- Sun Jul 31, 2022 12:09 pm
- Forum: Gameplay Help
- Topic: Unfair train scheduling
- Replies: 8
- Views: 2880
Re: Unfair train scheduling
I made a contrived example to illustrate the edge case. However, I made it because I had hit this edge case entirely by accident in two different playthroughs with entirely normal rail topologies, one was one-way and the other two-way. Trains never getting a turn can block key unload stations that k...
- Sun Jul 31, 2022 12:04 pm
- Forum: Not a bug
- Topic: tinted concrete tiles
- Replies: 3
- Views: 1336
- Sat Jul 30, 2022 7:07 pm
- Forum: Not a bug
- Topic: tinted concrete tiles
- Replies: 3
- Views: 1336
tinted concrete tiles
The base game appears to have a set of colored tinted reinforced concrete tiles that are not available in-game but can be accessed through the editor. These use up slots in the tiles table. Would it be possible to have a setting to disable them, to free up slots for other tiles from mods, given the ...
- Sat Jul 30, 2022 12:26 pm
- Forum: Gameplay Help
- Topic: Unfair train scheduling
- Replies: 8
- Views: 2880
Unfair train scheduling
In nearly saturated train networks, it is possible for trains to never get scheduled. Illustrated in this video: https://youtu.be/Spbf4LOtmc8 The behaviour i expected was for fair or randomly fair scheduling. The behaviour we get is that one or more trains is always blocked by others so never moves.
- Thu Jul 21, 2022 5:54 pm
- Forum: Modding discussion
- Topic: tile limit
- Replies: 3
- Views: 1473
tile limit
Hi - is it still the position of factio devs that the tile limit of 255 will remain? It makes it difficult to install more than one decorative mod, and with modpacks like se depending on alien biomes, it is a very real practical limit on which combinations of mods can be installed. For example, it's...
- Thu Dec 03, 2020 12:33 am
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 23605
combinator naming
I just finished rigging up some combinator logic to dynamically resupply a space exploration outpost with a configurable request, calculating what needed to be delivered against what was in stock at the destination, vs what was in the cargo rocket ready to be launched. It also launches once a reques...
- Sat Jan 04, 2020 4:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Trains teleport between surfaces
- Replies: 4
- Views: 2156
Trains teleport between surfaces
Hi - I'd like to edit a game save I have to add additional surfaces, and trains that can carry materials between them. I have a nauvis map capped to 2k x 2k that will ultimately become purely a factory world, and I'd like to set up resource harvesting worlds with crazy biters and crazy resource dept...
- Tue Aug 13, 2019 8:42 am
- Forum: Balancing
- Topic: Oil changes
- Replies: 1
- Views: 1879
Oil changes
I like three new oil changes for how they contribute to game progression. But I think the oil and advanced oil processing need rebalancing. At the moment, heavy oil makes more petroleum than basic oil processing does. On top of that it produces other fluids that can be cracked to petroleum. Can I su...
- Tue Dec 04, 2018 11:38 am
- Forum: Ideas and Suggestions
- Topic: Underwater Nodes
- Replies: 10
- Views: 4778
Re: Underwater Nodes
I'd be fine with an alternative mechanic - sub-aqua mining vehicle, pumping water out to reveal drowned ore, landfill magically exposing it. I'm not particularly wedded to a given mechanic, although I quite like the idea of nautical equipment, and corresponding changes to map gen to make water of mo...
- Thu Nov 22, 2018 9:40 pm
- Forum: Ideas and Suggestions
- Topic: Underwater Nodes
- Replies: 10
- Views: 4778
drowned ore resurfaces with landfill
Particularly in water worlds, the ore is drowned by water that spawns over the ore patches. When you landfill, the ore remains abolished.
Would it be possible if when you landfill, you get back the drowned ore?
Would it be possible if when you landfill, you get back the drowned ore?
- Thu Nov 22, 2018 9:25 pm
- Forum: Balancing
- Topic: chain armor recepies
- Replies: 3
- Views: 2065
Re: chain armor recepies
Ideally, only unloaded armour could go into a recipe. But frankly, if you trash the installed modules by crafting a better armour with the previous one, that's your fail IMHO.
- Fri Sep 28, 2018 10:53 am
- Forum: Ideas and Suggestions
- Topic: benchmarking saves
- Replies: 0
- Views: 928
benchmarking saves
I've been doing some benchmarking using the --benchmark option on the binary. It's much better than simply running the game. However, can I request a couple of simple improvements? 1. An option to save out the world at the end of the benchmark run. The reason is that it is often necessary to inspect...
- Fri Sep 28, 2018 10:47 am
- Forum: Balancing
- Topic: chain armor recepies
- Replies: 3
- Views: 2065
chain armor recepies
I've been playing with tiny start and power armor mk III mods, and they have a mechanic where you use the previous tier of suit to make the next one. It is much nicer than the mechanic for the vanilla suits where you effectively discard the old one, and build the new one from scratch. Please could t...
- Mon Sep 17, 2018 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Belt Stacking
- Replies: 7
- Views: 6170
Re: Belt Stacking
If I were doing this I'd have an item stack, or item crate container. You'd mix the crate into a crating machine. It would consume single items (from a belt or inserted) and spit out full crates. One crate would contain one stack. So a crate of ore would contain 50 items, and a plates crate would co...
- Tue May 22, 2018 6:29 pm
- Forum: Not a bug
- Topic: station blueprints without track can't be placed on track
- Replies: 4
- Views: 1813
Re: station blueprints without track can't be placed on track
Can you explain why this is not a bug? I'm able to place and then build something with a blueprint that can't be placed by hand.