Search found 42 matches

by Néomorphos
Thu Nov 14, 2024 9:02 pm
Forum: Ideas and Suggestions
Topic: Pop-Up Preventing Logistics Networks Merging by Accident
Replies: 4
Views: 229

Re: Pop-Up Preventing Logistics Networks Merging by Accident

You are not forced to be toxic to say you disagree you know.
EustaceCS wrote: Thu Nov 14, 2024 2:23 pm I'm really tempted to go salty here. But I wouldn't. But I could.
by Néomorphos
Thu Nov 14, 2024 12:30 pm
Forum: Ideas and Suggestions
Topic: Add a second recipe for fruit processing that makes only seeds
Replies: 6
Views: 315

Re: Add a second recipe for fruit processing that makes only seeds

I think the answer to your problem is that seeds are burnable ? You can dump the excess in your power plant or simply in the burner you unlock on this planet
by Néomorphos
Thu Nov 14, 2024 12:27 pm
Forum: Ideas and Suggestions
Topic: Items per minute under second to help with values
Replies: 15
Views: 658

Re: Items per minute under second to help with values

If it was per minute you would end up with numbers being less precise i think, as some recipe output a lot of items, going in the hundreds or even thousands
by Néomorphos
Thu Nov 14, 2024 12:21 pm
Forum: Ideas and Suggestions
Topic: Increase color contrast for agricultural tower overlay
Replies: 16
Views: 1042

Re: Increase color contrast for agricultural tower overlay

Hello,
I am not color blind but I also have the issue on Gleba, the planet is globally hard to read with its many many plants all sharing very close tints. Happily the map is much more contrasted but both should read
by Néomorphos
Thu Nov 14, 2024 12:11 pm
Forum: Ideas and Suggestions
Topic: [2.0.15] [Space Age] Buildings spots for pumps do not show on copy entity build mode
Replies: 4
Views: 171

Re: [2.0.15] [Space Age] Buildings spots for pumps do not show on copy entity build mode

Hello, I personnally use the tiny differences there is between the 2 modes for edge cases For instance if I want to measure the number of tiles between 2 machines i copy a power pole, paste it quickly along the distance i want to measure (which make it place a power pole every tile) and then ctrl-c ...
by Néomorphos
Thu Nov 14, 2024 12:02 pm
Forum: Ideas and Suggestions
Topic: Pop-Up Preventing Logistics Networks Merging by Accident
Replies: 4
Views: 229

Pop-Up Preventing Logistics Networks Merging by Accident

Hello o/ I've been playing Space Age over the last weeks and it's a blast. I am here to talk about Logistics Networks, its improvement are very very good, I have a few suggestions or considerations about it. Here is the list of my suggestions 1. Pop-up Preventing Logistics Network Merging → This pos...
by Néomorphos
Thu Nov 14, 2024 9:49 am
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 80
Views: 10555

Re: Friday Facts #436 - Lost in Translation

Hello
I play in French and there is a text that isn't localised : when hovering the spoilage priority selection the pop-up is still in english
Sans fthfth.png
Sans fthfth.png (3.31 MiB) Viewed 977 times
by Néomorphos
Fri May 03, 2024 5:10 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36266

Re: Friday Facts #409 - Diminishing beacons

In addition to my last message, as beacons only accept speed and efficiency modules, there might be an interesting idea in having speed-only compatible beacons and efficiency-only compatible beacons with different areas of effect
by Néomorphos
Fri May 03, 2024 5:02 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36266

Re: Friday Facts #409 - Diminishing beacons

Hi I think these changes won't change anything to how i will play the game. In my endgame base (160hrs in) i spam trains and lines of assemblers surrounded by an always similar set of beacons. I am not yet to the point where placing beacons is a chore but it starts to feel boring. In this regard, i ...
by Néomorphos
Fri Apr 19, 2024 6:03 pm
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 12826

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: 36869

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: 368
Views: 81586

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: 838
Views: 196469

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: 269
Views: 99298

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: 777

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: 206
Views: 69843

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: 1547

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: 1397

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: 1193

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: 1404

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

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