Search found 49 matches

by Néomorphos
Wed Aug 12, 2026 1:57 pm
Forum: Modding interface requests
Topic: [Bug / modding request] Fluid finite patches amount isn't rightly calculated in map view if product amount > 1
Replies: 1
Views: 148

Re: [Bug / modding request] Fluid finite patches amount isn't rightly calculated in map view if product amount > 1

Side note : while the map estimation doesn't take amount into account, the hover panel does inclue it in its calculation.
I merged the former 2 resources in one for the demonstration (item amount decreased to 3000 as well) :

Capture d’écran 2026-08-12 155526.png
Capture d’écran 2026-08-12 155600 ...
by Néomorphos
Wed Aug 12, 2026 1:50 pm
Forum: Modding interface requests
Topic: [Bug / modding request] Fluid finite patches amount isn't rightly calculated in map view if product amount > 1
Replies: 1
Views: 148

[Bug / modding request] Fluid finite patches amount isn't rightly calculated in map view if product amount > 1

Hi,
i found this bug while developping a mod, i guess given its repro conditions don't happen in vanilla i thought i should put it in here in modding requests.

What

If i define a resource patch containing fluids with a finite amount, its content estimation shown in map view doesn't take into ...
by Néomorphos
Fri Jul 31, 2026 5:39 pm
Forum: Implemented mod requests
Topic: ignored_by_productivity results property is ignored for resources
Replies: 2
Views: 309

ignored_by_productivity results property is ignored for resources

Hi !
I encountered this bug and couldn't find a similar issue on the forum so here's a report.

What
The results field of a resource does not apply the property ignored_by_productivity

Repro
I created a resource with the following properties (code below). My understanding is that it should not ...
by Néomorphos
Mon Jul 06, 2026 3:31 pm
Forum: Modding interface requests
Topic: Space connection with hidden = true don't get hidden while planets do
Replies: 0
Views: 163

Space connection with hidden = true don't get hidden while planets do

Hi there, i am not sure this is a bug or a feature request so I post it here. (Couldn't find a duplicate either.)

The behavior of "hidden = true" is different across space connections and space locations / planets.

Current behavior (2.1.9)
- A planet or space-location declared with hidden = true ...
by Néomorphos
Thu Dec 19, 2024 11:07 am
Forum: Implemented Suggestions
Topic: Hide GUI
Replies: 8
Views: 5750

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: 1905

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: 1905

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: 2422

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: 8906

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: 26
Views: 11689

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: 1549

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: 1905

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: 80
Views: 45151

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 7915 times
by Néomorphos
Fri May 03, 2024 5:10 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 95405

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: 95405

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: 31824

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: 82403

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: 193382

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: 487622

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 ...

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