Search found 59 matches

by Syriusz
Thu Nov 21, 2024 12:33 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 143
Views: 9699

Re: Ability to craft lower quality with higher quality

It feels like the game right now is focused too much on exponentiation of growth. The solution to issues with quality is to make 100x more of everything and upcycle what you do not want. While it is nice for those that want to get into mega? giga? bases as soon as possible, it doesn't feel right for...
by Syriusz
Wed Nov 20, 2024 3:50 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 143
Views: 9699

Re: Ability to craft lower quality with higher quality

Y'all have to know that any total overhaul of quality that takes several page-long posts to describe, even before the guaranteed problems are discovered by playtesting, is never going to happen, right? The only suggestions that will be implemented at this point will be small, self-contained changes...
by Syriusz
Wed Nov 20, 2024 1:19 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 143
Views: 9699

Re: Ability to craft lower quality with higher quality

How do you weigh cycles, alternate recipes, productivity changing base resources for different chains differently, separate chains for the same result ? If that question is for me about weighting influence of quality items in ingredients- game would use the base value, the "total raw" val...
by Syriusz
Wed Nov 20, 2024 11:16 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 143
Views: 9699

Re: Ability to craft lower quality with higher quality

IMHO the whole choosing recipe quality should be scrapped. You should always choose regular recipe, but what result is should be dictated by what has been put in and by bonuses from modules. To avoid weird quality shenanigans, the items quality should be weighted by their ore value*. Maybe give high...
by Syriusz
Sat Nov 09, 2024 9:39 am
Forum: Ideas and Suggestions
Topic: Allow to edit signals in blueprint preview
Replies: 0
Views: 70

Allow to edit signals in blueprint preview

TL;DR Allow to edit blueprints directly in preview, especially signals and wires. What? We can already right click on entities to remove them from blueprints, add possibility to left click and change recipes (especially to parameters, it cannot be done in game), signal settings in entities. It woul...
by Syriusz
Fri Nov 08, 2024 11:04 pm
Forum: Ideas and Suggestions
Topic: Allow independent parameterization of constants/values via variables
Replies: 3
Views: 294

Re: Allow independent parameterization of constants/values via variables

First time, I lost my progress because I clicked right mouse button. Second time, I wanted to save my progress to avoid the scenario from first. And then it merged two parameters together that I wanted to keep distinct... It happened because I changed one value without thinking. Devs made a great to...
by Syriusz
Fri Jun 14, 2024 7:23 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 19011

Re: Friday Facts #415 - Fix, Improve, Optimize

Being able to reproduce bugs locally is I guess around 90-95% of the time spent fixing reported bugs. As fellow developer I feel this so much. I cannot even discuss it with players, and we don't get logs or saves since I work for a studio that has a person to answer on forums, but they never ask fo...
by Syriusz
Fri Jun 14, 2024 2:35 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 19011

Re: Friday Facts #415 - Fix, Improve, Optimize

Being able to reproduce bugs locally is I guess around 90-95% of the time spent fixing reported bugs. As fellow developer I feel this so much. I cannot even discuss it with players, and we don't get logs or saves since I work for a studio that has a person to answer on forums, but they never ask fo...
by Syriusz
Fri Jun 07, 2024 2:01 pm
Forum: News
Topic: Friday Facts #414 - Spoils of Agriculture
Replies: 397
Views: 59384

Re: Friday Facts #414 - Spoils of Agriculture

Idea- special belt and chest that can cool produce and slow down spoilage?
I guess there will be later tech to turn spoilage into fertiliser to accelerate growth?
I can only imagine, what modders will do with this mechanic!
by Syriusz
Fri May 03, 2024 8:34 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 36280

Re: Friday Facts #409 - Diminishing beacons

Interesting. Two ideas: -Make it so the scaling is per module type. So with mixing modules (maybe even mixing levels?) you get more effect in the end. How would mixing modules calculate otherwise anyway? -If you want to make bigger impact on the builds, maybe make some assembler/ beacon combo? Assem...
by Syriusz
Fri Mar 29, 2024 4:31 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 115
Views: 23660

Re: Friday Facts #404 - Frustration not found

Great! When making the grid position of the blueprint, could we just draw them on the blueprint? And maybe have a preview that shows where adjacent blueprints would be placed when we change grid position. Although thinking about it, I have never tried to draw bounds, so maybe it is already in game? ...
by Syriusz
Fri Mar 08, 2024 1:34 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 31412

Re: Friday Facts #401 - New terrain, new planet

Love it! When I saw new planets I really hoped you will update Nauvis quality to mach and you delivered! Thank you!
by Syriusz
Fri Mar 01, 2024 3:06 pm
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 73
Views: 18045

Re: Friday Facts #400 - Chart search and Pins

That's great! I hope you can set up pins to automatically pin for example trains that run out of coal. Also I hope we could search specifically for trains without fuel or with certain cargo. So for example you could type: train: iron ore and it would highlight trains with iron ore in cargo. Or train...
by Syriusz
Fri Feb 16, 2024 4:41 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 34198

Re: Friday Facts #398 - Fulgora

WOW, just WOW. I just can't wait for release!
It gives me sort of Warwind feeling...
by Syriusz
Sat Jan 27, 2024 12:40 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 140
Views: 29891

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Maybe we could add a special train stop to the schedule that will be a fallback when there is no path/ invalid station for a train? So instead of stopping in the middle of the main track they could be sent to the depot. Of course fully optional, if not set up then normal no path behaviour would happ...
by Syriusz
Fri Dec 01, 2023 5:22 pm
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 172
Views: 54414

Re: Friday Facts #387 - Swimming in lava

If you want to fit alternative recipes with recycling, you could go with statistical approach- you recycle with random recipe, with a chance proportional to items crafted with this recipe . So for example, if you crafted 600 gears with recipe A, and 400 gears with B, you have 60% chance to recycle w...
by Syriusz
Fri Nov 24, 2023 9:07 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 124
Views: 36195

Re: Friday Facts #386 - Vulcanus

I love that you made something great out of cliffs. I hope some of this approach will be taken into retouch of Nauvis, because cliffs there are kind of random and just in a way. It would be nice to get some more specific biomes as well (as far as I know only desert has different resource rules? and ...
by Syriusz
Mon Nov 13, 2023 4:47 pm
Forum: General discussion
Topic: The big question: Are you going to try v2?
Replies: 30
Views: 6674

Re: The big question: Are you going to try v2?

At least some QoL will be in base game, but even if all QoL will be in base, then hell yes I will play expansion. I love the idea of quality, I love the rails, and the space. And probably, many (most?) mods will migrate to expansion, and I am not sure if they will break or not (I'm sure devs want to...
by Syriusz
Wed Sep 27, 2023 9:36 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 81633

Re: Friday Facts #376 - Research and Technology

When I have read about the need to stay on the planet after reading about quality, the solution for me was simple- make planets that have resources with higher quality. And then make so advanced research is using quality items. So the first tech for quality could be that you land on the planet that ...
by Syriusz
Fri May 22, 2020 10:20 pm
Forum: Mods
Topic: Map Identifying Mod created entities?
Replies: 1
Views: 941

Re: Map Identifying Mod created entities?

Wrong forum. Mod help here: viewforum.php?f=25

Go to advanced search