Search found 33 matches

by Néomorphos
Fri Apr 19, 2024 6:03 pm
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 49
Views: 6486

Re: Friday Facts #407 - Automating a soundtrack

Immensely interesting, this kind of advanced music system is too rare in video games It reminds me a little bit of this approach, used by another studio, for a similar effect of "always slightly different music". Maybe you already know it! Amanita Design - The Music of Creaks (making-of) h...
by Néomorphos
Fri Oct 06, 2023 11:49 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 26145

Re: Friday Facts #379 - Abstract rewiring

I am a bit puzzled by the 2 types of copper wires. Wouldn't it be better if you clearly split the 2 items? Introducing a different icon for the wire in the toolbar, so that there is no confusion possible with the copper wire item in recipes and on the bus
by Néomorphos
Fri Sep 15, 2023 4:28 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 56422

Re: Friday Facts #376 - Research and Technology

Great FFF! I wasn't really sold on the quality feature last week, but the more i think about it, the more it makes sense to me. Now speaking of the new researchs for improved recipes, I start to see a trend I am not sure how to feel about. Basically, it looks like the game is becoming a lot more gra...
by Néomorphos
Fri Sep 08, 2023 5:43 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 128394

Re: Friday Facts #375 - Quality

I have mixed feelings about the Quality. On one hand, it looks like I will be able to optimize even more, crunch more numbers (hopefully having game-integrated tools for that btw) and reach higher factory perfection On the other hand, I am a bit disappointed the late game renewal is relying so heavi...
by Néomorphos
Sat Aug 26, 2023 3:56 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 70118

Re: Friday Facts #373 - Factorio: Space Age

I don't like how you lock existing technology behind the new progression system like spidertron and the artillery. I think this is a bad design decision. I think you should leave these as they are and instead think of new cool technology you could give the players from the new planets instead of lo...
by Néomorphos
Mon Aug 31, 2020 12:37 pm
Forum: Implemented Suggestions
Topic: Upgrade planner should apply to destroyed entities
Replies: 0
Views: 655

Upgrade planner should apply to destroyed entities

What Upgrade planner should apply to the ghosts of destroyed entities. Why When repairing a remote part of the factory after it got attacked, not having the same tier of belts (like you use blue everywhere except this mine is old so is red belted) leads to headaches. Same problem for assemblers or ...
by Néomorphos
Sat Aug 29, 2020 11:42 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 60309

Re: Personal Construction Bots Efficiency Suggestion/Idea

too much cpu cost for cosmetic use (or edge-cases uses) TL;DR Even with the advanced AI construction bots are perceived to have have to construct things, they do not have the intelligence to work efficiently. A small rework of drone AI would make bots seem much more intelligent and work systematical...
by Néomorphos
Thu Aug 27, 2020 2:35 pm
Forum: Outdated/Not implemented
Topic: No AIMBot? plz...?
Replies: 2
Views: 1349

Re: No AIMBot? plz...?

you can just make a PvP mod disabling auto-aim, making it necessary to use the C key instead of the SPACE key
by Néomorphos
Thu Aug 27, 2020 2:21 pm
Forum: Ideas and Suggestions
Topic: Item-based crafting machine sound
Replies: 4
Views: 1158

Re: Item-based crafting machine sound

indeed (I used to be a composer so I know the work it is lol) and the mixing of any given combination of sounds should be thought which would be quite a nightmare to do...
by Néomorphos
Wed Aug 26, 2020 6:33 pm
Forum: Ideas and Suggestions
Topic: Show spidertron colors in map view
Replies: 2
Views: 991

Re: Show spidertron colors in map view

Nice idea. Clarity and consistency with player display on the map.
by Néomorphos
Wed Aug 26, 2020 6:16 pm
Forum: Ideas and Suggestions
Topic: Mod manager should show why the mod's changelog can't be shown
Replies: 2
Views: 1158

Re: Mod manager should show why the mod's changelog can't be shown

good idea. Since the game explains everything when hovering now, it becomes expected by the player to have a text explaining nearly everything
by Néomorphos
Wed Aug 26, 2020 4:07 pm
Forum: Ideas and Suggestions
Topic: Item-based crafting machine sound
Replies: 4
Views: 1158

Item-based crafting machine sound

TL;DR Crafting machines emit different sounds based on the item they are crafting. What ? Crafting machines could make sound according to the item they are crafting. For example, crafting iron bars from iron plates would make a metallic sound (like a repetitive hammering). Each item (or category of...
by Néomorphos
Wed Aug 26, 2020 3:50 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 8
Views: 2301

Re: Better victory GUI

yes yes! and add credit roll, background depictions of significant events such as rail, combat bots, roboports, etc. and as a teaser, one last stat; how much of the map has been revealed/explored. credit roll could be good ,yes :) (adding it in my message) the map is infinite tho, so this stat does...
by Néomorphos
Wed Aug 26, 2020 3:31 pm
Forum: Ideas and Suggestions
Topic: Hide GUI
Replies: 4
Views: 1367

Re: Hide GUI

Very nice!! I don't know much about coding, how can I play with this code as a mod? And, for hotkeys, I think some already aren't bind by default, so this could be added without bind. Good news is that it's already trivial to mod. The problem with adding more and more vanilla hotkeys is just that it...
by Néomorphos
Wed Aug 26, 2020 3:29 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 8
Views: 2301

Better victory GUI

TL;DR The victory GUI that pops after launching first rocket shows some useless stuff and could show the player end-game possibilities or achievements. What ? Imo, three things could be made better : 1. More rewarding Writing "Victory!" in big letters in the middle of the screen would be ...
by Néomorphos
Wed Aug 26, 2020 2:16 pm
Forum: Ideas and Suggestions
Topic: Hide GUI
Replies: 4
Views: 1367

Hide GUI

Hi all o/ just a quick idea : having a hotkey to hide/show the whole GUI . It would allow to simply walk through your base, enjoying its beauty/complexity/ingeniosity/whatever you want without the GUI. Many games have this option, and it also allows some content creators to produce "cinematic&q...
by Néomorphos
Wed Aug 26, 2020 2:00 pm
Forum: Translations
Topic: [1.0.0] Two control parameters share the same name in french translation
Replies: 1
Views: 1108

[1.0.0] Two control parameters share the same name in french translation

Hi,
in the control options, two parameters share the same name in the french translation. First one is fine as it describes what it does. Second one (ctrl + F8) should be "Activer/désactiver les lueurs de l'interface" as a translation to "Toggle GUI glows".
by Néomorphos
Mon Sep 02, 2019 9:59 pm
Forum: Not a bug
Topic: [0.17.66] Item counted in floating text and hotbar don't match
Replies: 2
Views: 1174

Re: [0.17.66] Item counted in floating text and hotbar don't match

DanGio wrote:
Mon Sep 02, 2019 9:47 pm
The floating text count includes the 200 you have in your smg slot. :)
Oops yes... I guess you are right
yet it is not really clear why it is counted here and not there...

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