Search found 58 matches
- Wed Nov 20, 2024 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 141
- Views: 9444
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...
- Wed Nov 20, 2024 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 141
- Views: 9444
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...
- Wed Nov 20, 2024 11:16 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 141
- Views: 9444
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...
- Sat Nov 09, 2024 9:39 am
- Forum: Ideas and Suggestions
- Topic: Allow to edit signals in blueprint preview
- Replies: 0
- Views: 69
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...
- Fri Nov 08, 2024 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Allow independent parameterization of constants/values via variables
- Replies: 3
- Views: 293
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...
- Fri Jun 14, 2024 7:23 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 18991
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...
- Fri Jun 14, 2024 2:35 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 18991
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...
- Fri Jun 07, 2024 2:01 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 59297
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: 36249
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...
- Fri Mar 29, 2024 4:31 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 115
- Views: 23600
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? ...
- Fri Mar 08, 2024 1:34 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 105
- Views: 31372
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: 18014
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...
- Fri Feb 16, 2024 4:41 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 34169
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: 29815
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...
- Fri Dec 01, 2023 5:22 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 172
- Views: 54371
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...
- Fri Nov 24, 2023 9:07 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 36132
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: 6670
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...
- Wed Sep 27, 2023 9:36 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 81550
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 ...
- 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
- Fri May 22, 2020 10:13 pm
- Forum: Mods
- Topic: Production capacity, consumption and overall not used production
- Replies: 1
- Views: 1243
Re: Production capacity, consumption and overall not used production
Wrong forum. It should be there: viewforum.php?f=25
As for your answer, why not see what mods you mentioned work?
As for your answer, why not see what mods you mentioned work?