Search found 31 matches

by drdozer
Sun Jun 25, 2023 9:01 pm
Forum: Modding interface requests
Topic: take_screenshot flag for train status text
Replies: 2
Views: 522

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...
by drdozer
Tue Jun 06, 2023 8:33 pm
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 67
Views: 21488

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...
by drdozer
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: 2663

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.
by drdozer
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: 2663

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...
by drdozer
Thu Aug 04, 2022 3:30 pm
Forum: Gameplay Help
Topic: Unfair train scheduling
Replies: 8
Views: 2350

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 ...
by drdozer
Sun Jul 31, 2022 12:09 pm
Forum: Gameplay Help
Topic: Unfair train scheduling
Replies: 8
Views: 2350

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...
by drdozer
Sat Jul 30, 2022 7:07 pm
Forum: Not a bug
Topic: tinted concrete tiles
Replies: 3
Views: 1111

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 ...
by drdozer
Sat Jul 30, 2022 12:26 pm
Forum: Gameplay Help
Topic: Unfair train scheduling
Replies: 8
Views: 2350

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.
by drdozer
Thu Jul 21, 2022 5:54 pm
Forum: Modding discussion
Topic: tile limit
Replies: 3
Views: 1235

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...
by drdozer
Thu Dec 03, 2020 12:33 am
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 20330

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...
by drdozer
Sat Jan 04, 2020 4:47 pm
Forum: Ideas and Requests For Mods
Topic: Trains teleport between surfaces
Replies: 4
Views: 1855

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...
by drdozer
Tue Aug 13, 2019 8:42 am
Forum: Balancing
Topic: Oil changes
Replies: 1
Views: 1708

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...
by drdozer
Tue Dec 04, 2018 11:38 am
Forum: Ideas and Suggestions
Topic: Underwater Nodes
Replies: 10
Views: 4108

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...
by drdozer
Thu Nov 22, 2018 9:40 pm
Forum: Ideas and Suggestions
Topic: Underwater Nodes
Replies: 10
Views: 4108

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?
by drdozer
Thu Nov 22, 2018 9:25 pm
Forum: Balancing
Topic: chain armor recepies
Replies: 3
Views: 1884

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.
by drdozer
Fri Sep 28, 2018 10:53 am
Forum: Ideas and Suggestions
Topic: benchmarking saves
Replies: 0
Views: 792

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...
by drdozer
Fri Sep 28, 2018 10:47 am
Forum: Balancing
Topic: chain armor recepies
Replies: 3
Views: 1884

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...
by drdozer
Mon Sep 17, 2018 4:49 pm
Forum: Ideas and Suggestions
Topic: Belt Stacking
Replies: 7
Views: 4341

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...
by drdozer
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: 1598

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.

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