Search found 44 matches

by Néomorphos
Thu Dec 19, 2024 11:07 am
Forum: Implemented Suggestions
Topic: Hide GUI
Replies: 8
Views: 3481

Re: Hide GUI

I don't find it, could you tell me where is it available ?
Hares wrote: Tue Dec 17, 2024 9:34 pm Implemented in 2.0.
by Néomorphos
Thu Dec 19, 2024 10:18 am
Forum: Ideas and Suggestions
Topic: Pop-Up Preventing Logistics Networks Merging by Accident
Replies: 5
Views: 629

Re: Pop-Up Preventing Logistics Networks Merging by Accident

Alternative solution

In Logistics View, when selecting a roboport network, have a button to "lock" a roboport network.

A locked network behaves as follows:
- Adding a roboport that simply extends the logistics networks works normally
- Adding a roboport that merges the locked network and another ...
by Néomorphos
Thu Nov 14, 2024 9:02 pm
Forum: Ideas and Suggestions
Topic: Pop-Up Preventing Logistics Networks Merging by Accident
Replies: 5
Views: 629

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: 762

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: 16
Views: 2917

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: 24
Views: 3628

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: 417

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: 5
Views: 629

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 ...
by Néomorphos
Thu Nov 14, 2024 9:49 am
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 81
Views: 17110

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 2340 times
by Néomorphos
Fri May 03, 2024 5:10 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 49285

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: 49285

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 ...
by Néomorphos
Fri Apr 19, 2024 6:03 pm
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 16489

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)
https ...
by Néomorphos
Fri Oct 06, 2023 11:49 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 45846

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: 104401

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 ...
by Néomorphos
Fri Sep 08, 2023 5:43 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 254222

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 ...
by Néomorphos
Sat Aug 26, 2023 3:56 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 120754

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 ...
by Néomorphos
Mon Aug 31, 2020 12:37 pm
Forum: Implemented Suggestions
Topic: Upgrade planner should apply to destroyed entities
Replies: 0
Views: 837

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 ...
by Néomorphos
Sat Aug 29, 2020 11:42 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 207
Views: 79816

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 ...
by Néomorphos
Thu Aug 27, 2020 2:35 pm
Forum: Outdated/Not implemented
Topic: No AIMBot? plz...?
Replies: 2
Views: 1698

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: 1533

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...

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