At first I was like "Wait, it can read THAT?". But then I realized that the entries don't even match the length of the blurred bits, so it just read the "Space map" headline and hallucinated fitting names. Classic large language model
![Laughing :lol:](./images/smilies/icon_lol.gif)
Yep, it would be through the upgrade planner. And regarding mods vs base functionality, this was brought up to cover the full spectrum of use cases for remote module manipulation. The devs are actively turning popular QoL mods into vanilla functionality (which is a good thing) and this would benefit a large swath of the player base. When features are universally beneficial and would likely be heavily used, it should at least be considered being integrated as base/vanilla functionality.Serenity wrote: ↑Fri Oct 13, 2023 9:25 pmImproving the Upgrade Planner for that would probably be enough. Especially allowing you to replace a module with "nothing" to remove thempointa2b wrote: ↑Fri Oct 13, 2023 8:30 pmOne last thought- The ability to fully manipulate modules in bulk would be extremely useful in vanilla, especially getting into larger bases with large repetitive setups, and/or jumping between different quality levels. You're currently limited to only replacing modules in machines if they already have modules in them via the upgrade planner, and this isn't something that can be copied or pasted either. Modules cannot be replaced via the upgrade planner either.
You can get this function with the Module Inserter mod though
Its 2 Items, Looks like Battery and Artillery Wagon.
Someone on Reddit attempted it with a different tool, and their results have the opposite problem, they seem to fit the blur patter fairly well, but they make no sense as planet names:
Yeah, I actually agree with this. Maybe it can be unlocked with launching your first satellite.TheRaph wrote: ↑Sat Oct 14, 2023 12:02 amThe remote view is cool, but I think that controlling everything in remote view should be an upgrade in tech tree or a physical upgrade in radar.
If you able to change recipies in assambler and direction of belts right from the beginning will kill the fun of having to walk trough your tiny factory. (remote building is not a thing you have to research for bots first). The difference between RTS and WSAD-controlled character fades out if remote actions are available on early game stages.
And I would like to have an achivement of not using remote view controll until first rocket.
Maybe we can name the planets when we find them? (Or rename them.)ManaUser wrote: ↑Sat Oct 14, 2023 2:55 amSomeone on Reddit attempted it with a different tool, and their results have the opposite problem, they seem to fit the blur patter fairly well, but they make no sense as planet names:OK, I can almost accept Muffintop and Caligula as planet names... but not Spatula, Lanolin or Portugal.
- Muffintop
- Spatula
- Caligula
- Lanolin
- Portugal
![]()
Ha! Prepare to be surprised brother, as psychic powers are on the rise and just in time for the new Earth. I understand how this old paradigm appealing game would attract people who would make comments like the one you just did, but watch, specially the newer generations. Soon the reality of it will down even in the most programmed mass media zombi, for it will be self evident.morsk wrote: ↑Fri Oct 13, 2023 11:26 amIs the name a satire of the fake / stupid / psychic power "remote viewing" or is this a coincidence?
FuryoftheStars wrote: ↑Sat Oct 14, 2023 3:03 amMaybe we can name the planets when we find them? (Or rename them.)ManaUser wrote: ↑Sat Oct 14, 2023 2:55 amSomeone on Reddit attempted it with a different tool, and their results have the opposite problem, they seem to fit the blur patter fairly well, but they make no sense as planet names:OK, I can almost accept Muffintop and Caligula as planet names... but not Spatula, Lanolin or Portugal.
- Muffintop
- Spatula
- Caligula
- Lanolin
- Portugal
![]()
PSA: If the blue in the FFF pictures looks "vibrant" or "bright" to you, take your monitor out of factory settings. Those are designed so the monitor visually shouts very loudly to get your attention in a brightly lit shop.FireByTrial wrote: ↑Fri Oct 13, 2023 1:41 pmSame for me! / Upvote
PLEASE allow this to be configurable, the vibrant blue absolutely murders my eyes.
allowing it to be configurate would help with people who play in the evenings and would perhaps prefer a red/grey/toned down ghost, AND would potentiall help with addressing colorblindness issues.
This doesn’t look that bad actually. It’s not clear to me what electric current is used in Factorio but if we assume it’s the irl way more common AC, the working indicator you suggest could actually be a power inverter.
LOL. You are correct!
The "properly calibrated monitor" annoy me a litlle.Henry Loenwind wrote: ↑Sat Oct 14, 2023 5:43 amPSA: If the blue in the FFF pictures looks "vibrant" or "bright" to you, take your monitor out of factory settings. Those are designed so the monitor visually shouts very loudly to get your attention in a brightly lit shop.FireByTrial wrote: ↑Fri Oct 13, 2023 1:41 pmSame for me! / Upvote
PLEASE allow this to be configurable, the vibrant blue absolutely murders my eyes.
allowing it to be configurate would help with people who play in the evenings and would perhaps prefer a red/grey/toned down ghost, AND would potentiall help with addressing colorblindness issues.
On a properly calibrated monitor (mine are calibrated with hardware probes), the blue is a soft tint of light aqua with green bars slowly running through it, a smidgen darker than the old "grey-wash" and a bit lighter (in the washed-out sense) than the sea.