Search found 42 matches
- Thu Nov 14, 2024 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Pop-Up Preventing Logistics Networks Merging by Accident
- Replies: 4
- Views: 229
- 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
- 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
- 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
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
- 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 ...
- 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...
- 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
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
- 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
- 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 ...
- 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...
- 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
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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
- 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...
- 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.
- 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