Search found 61 matches
- Mon Nov 25, 2024 9:40 am
- Forum: Ideas and Suggestions
- Topic: Quick select planet without opening filter and planet filtering
- Replies: 3
- Views: 586
Re: Quick select planet without opening filter and planet filtering
I second this, even better would be to allow to change planet for everything in the logistic group. Logistic groups seems reasonable place to select planets, because usually you make group based on where you export from. But leave the option to override individual items in the group, if you have ...
- Thu Nov 21, 2024 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 34689
Re: Ability to craft lower quality with higher quality
You mean for late-game epic and especially legendary qualities ?
Because for uncommon and rare qualities, getting machines with more module slots, inherent productivity, and higher tier modules (themselves of better quality) is achievable by mid-game and helps a lot without having to scale ...
- Thu Nov 21, 2024 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 34689
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 ...
- Wed Nov 20, 2024 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 34689
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 ...
- Wed Nov 20, 2024 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 34689
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" value it ...
- Wed Nov 20, 2024 11:16 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 34689
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 ...
- Sat Nov 09, 2024 9:39 am
- Forum: Ideas and Suggestions
- Topic: Allow to edit signals in blueprint preview
- Replies: 0
- Views: 315
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 ...
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 ...
- Fri Nov 08, 2024 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Allow independent parameterization of constants/values via variables
- Replies: 4
- Views: 1015
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 ...
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 ...
- Fri Jun 14, 2024 7:23 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 25192
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 ...
- Fri Jun 14, 2024 2:35 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 25192
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 ...
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 ...
- Fri Jun 07, 2024 2:01 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 97174
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!
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!
- Fri May 03, 2024 8:34 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 52141
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 ...
-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 ...
- Fri Mar 29, 2024 4:31 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 34352
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 ...
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 ...
- Fri Mar 08, 2024 1:34 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 40367
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!
- Fri Mar 01, 2024 3:06 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 23917
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 ...
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 ...
- Fri Feb 16, 2024 4:41 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 43475
Re: Friday Facts #398 - Fulgora
WOW, just WOW. I just can't wait for release!
It gives me sort of Warwind feeling...
It gives me sort of Warwind feeling...
- Sat Jan 27, 2024 12:40 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 44089
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 ...
- Fri Dec 01, 2023 5:22 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 172
- Views: 68146
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 ...
- Fri Nov 24, 2023 9:07 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 47045
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 ...
- Mon Nov 13, 2023 4:47 pm
- Forum: General discussion
- Topic: The big question: Are you going to try v2?
- Replies: 30
- Views: 8202
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 ...