Search found 13 matches

by planetfall
Fri Feb 02, 2024 5:05 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 12991

Re: Friday Facts #396 - Sound improvements in 2.0

calcite deposits reveal!
by planetfall
Fri Dec 22, 2023 11:56 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 13909

Re: Friday Facts #390 - Noise expressions 2.0

the way i see it, there are three possibilities for generating things that can appear on multiple planets: - things that autoplace can have multiple sets of placement rules, varying per surface - things that can be autoplaced on multiple surfaces have an obscenely complicated autoplace system that t...
by planetfall
Sun Nov 19, 2023 9:45 pm
Forum: Resource Spawner Overhaul
Topic: Configs for my mods
Replies: 0
Views: 431

Configs for my mods

Hello! Attached are resource configurations for my mods Brass Tacks (zinc ore), If I Had A Nickel (nickel ore), Them Thar Hills (gold ore), and Brimstuff (sulfur). The first two are long overdue, but better late than never.

Thank you!
by planetfall
Fri Sep 29, 2023 4:47 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 77418

Re: Friday Facts #378 - Trains on another level

Illiander42 wrote: ↑
Fri Sep 29, 2023 3:54 pm
adam_bise wrote: ↑
Fri Sep 29, 2023 1:20 pm
Would an elevated artillery train be invulnerable?
This is an important question that needs answering.

Also, an elevated arty train over a lake.
It doesn't look like you can elevate stations, and artillery trains don't fire when stopped at signals.
by planetfall
Fri Sep 08, 2023 9:04 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 127241

Re: Friday Facts #375 - Quality

Thematically I like the idea of machines producing different qualities of item but this is a silly implementation of that idea. Hopefully there will be support in the engine for data-stage mods to dispense with the quality modules entirely and gate higher quality products behind better materials and...
by planetfall
Sun Nov 01, 2020 6:14 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 78929

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Everything looking good as always. Since we're talking about blueprints there's a really niche feature that would be nice... In some of my past saves I've tried to create a nice looking rail system with a strip of hazard concrete along the sides. The issue with this is in practice it ends up not-gre...
by planetfall
Fri Oct 09, 2020 3:05 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 82518

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Nidan wrote: ↑
Fri Oct 09, 2020 2:58 pm
You can use z to drop a single module into a machine, no need to open the UI.
Huh, I didn't know that. Should maybe be a tip, then.
by planetfall
Fri Oct 09, 2020 2:44 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 82518

Re: Friday Facts #361 - Train stop limit, Tips and tricks

A minor quality of life improvement that shouldn't be overly difficult is a way to limit the number of modules inserted without having to open each machine's interface. For example it's annoying when putting efficiency modules into machines with 4 module slots, because only the first three do anythi...
by planetfall
Thu Nov 01, 2018 5:05 am
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 13596

Re: Fixing NPE - Full Burner Start

This discussion is fascinating to me because I always see the burner phase as pure bootstrapping, something intentionally janky and needing significant manual intervention so that the value of "true" automation is made more clear. Hence why it's obsolete so quickly. Personally, I've never ...
by planetfall
Mon Oct 29, 2018 1:03 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208633

Re: Friday Facts #266 - Cleanup of mechanics

Trying to do everything at once and satisfying all types of customers at once was never a good idea. Communicating clearly "we're doing the campaign now" and "we're taking the proverbial axe to all things that are not necessary for the campaign" would send a strong signal about ...
by planetfall
Sat Oct 27, 2018 8:06 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208633

Re: Friday Facts #266 - Cleanup of mechanics

My two cents ashtray full of spare change: -Removal of things from the game engine itself, such that mods can no longer do those things (with a rationale of effectively, "you shouldn't want to do those things"), is almost inherently a bad decision. Deleting mining hardness outright seems.....
by planetfall
Fri Oct 05, 2018 3:52 pm
Forum: News
Topic: Friday Facts #263 - Trains in blueprints
Replies: 99
Views: 38609

Re: Friday Facts #263 - Trains in blueprints

Interesting decision to upgrade blueprints through the blueprint UI rather than through the upgrade planner UI as the mod does. Personally I prefer the mod's implementation because that makes it a bit more convenient to bulk upgrade several blueprints at once. Also, I foresee the upgrade planner mes...
by planetfall
Fri May 04, 2018 10:18 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 45344

Re: Friday Facts #241 - New player experience

A backer name like "copper ore unloading" would kill a few careless players and is a far classier troll than any sort of flagrant obscenity.

As for the entity most representative of the overall game, for me it's a toss-up between inserters and construction bots.

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