Search found 28 matches

by Néomorphos
Mon Aug 31, 2020 12:37 pm
Forum: Ideas and Suggestions
Topic: Upgrade planner should apply to destroyed entities
Replies: 0
Views: 44

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Forum: Outdated/Not implemented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: 186
Views: 20703

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Forum: Outdated/Not implemented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: 244

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: 85

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: 111

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: 104

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: 85

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: 2
Views: 79

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: 83

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: 2
Views: 79

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 better tha...
by Néomorphos
Wed Aug 26, 2020 2:16 pm
Forum: Ideas and Suggestions
Topic: Hide GUI
Replies: 4
Views: 83

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" conte...
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: 75

[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: 285

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...
by Néomorphos
Mon Sep 02, 2019 9:40 pm
Forum: Not a bug
Topic: [0.17.66] Item counted in floating text and hotbar don't match
Replies: 2
Views: 285

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

Playing 0.17.66
I removed multiple conveyor belts filled with ammo. While unbuilding, a significant difference appears in item count between floating text and the approximation in hotbar.
by Néomorphos
Tue May 07, 2019 12:02 pm
Forum: Spread the Word
Topic: Factorio Leader Board
Replies: 4
Views: 1516

Re: Factorio Leader Board

Good idea, however i think the stats you choose to differentiate bases are not the good ones: people more often speak in terms of science per minute (SPM)
by Néomorphos
Thu Feb 28, 2019 1:15 pm
Forum: Duplicates
Topic: [0.17.2] Terrain borders do not 'blend'
Replies: 5
Views: 299

Re: [0.17.2] Terrain borders do not 'blend'

viewtopic.php?p=402659#p402193 2 logs posted by 2 different players

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