Search found 49 matches

by Syriusz
Fri Mar 29, 2024 4:31 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 14938

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: 102
Views: 20276

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: 12087

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: 24572

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: 138
Views: 17380

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: 170
Views: 39857

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: 123
Views: 25083

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: 4808

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: 364
Views: 56791

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: 822

Re: Map Identifying Mod created entities?

Wrong forum. Mod help here: viewforum.php?f=25
by Syriusz
Fri May 22, 2020 10:13 pm
Forum: Mods
Topic: Production capacity, consumption and overall not used production
Replies: 1
Views: 1072

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?
by Syriusz
Sun May 10, 2020 9:29 am
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 20521

Re: Friday Facts #346 - He who does nothing, breaks nothing

It would be cool if more dust were produced if character/ car is moving faster. From gifs I am not sure if this is true here or not. And since we are talking proverbs about decisions to change something, my father always said "lepsze- wróg dobrego" which in Polish means "better- enemy...
by Syriusz
Sat Apr 25, 2020 9:13 am
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 25090

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

Does anyone have a link to speedrun with synchronised views? And about pathfinding: lets say you have tile 1 and player can jump from it to tile 2. Can you store that information in tile 1? Or just information that it does have a tile where player can jump from it? Or store it in water that is betwe...
by Syriusz
Fri Nov 01, 2019 10:28 am
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46985

Re: Friday Facts #318 - New Tooltips

Hmm bathing all entities would be great, but if entity size makes it more difficult, maybe it could be enough to just give them "item size" so construction bot with 5 slots could carry 5 belts but only 2 assemblers or 1 nuclear plant for example? And maybe 10 tiles? Also, for me it does no...
by Syriusz
Fri May 10, 2019 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.38] hidden_from_flow_stats flag is ignored when handcrafting
Replies: 1
Views: 2154

[Rseding91] [0.17.38] hidden_from_flow_stats flag is ignored when handcrafting

Hi. Hand crafting recipe with flag hidden_from_flow_stats still results in increase in production tab. I have used Deadlock's Stacking Beltboxes & Compact Loaders and it works fine if recipe is crafted in machine. Deadlock says that it is not fault in mod, since it is same recipe. https://i.ibb....
by Syriusz
Fri May 10, 2019 6:56 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213321

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

I will report it. Thanks for the help!
by Syriusz
Fri May 10, 2019 4:51 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213321

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

I made a loop like yours and it worked fine, but with hand crafting I have that result:

Image
by Syriusz
Thu May 09, 2019 5:38 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213321

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Oh, ok. It may be because I have checked with hand crafting (unstacking).
Thanks for a clarification!
by Syriusz
Tue May 07, 2019 5:34 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213321

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Hi. It is great mod, I am experimenting with new layouts now :-)
Could you add to unstacking recipes that results are catalysts? It would remove them from production table.
Thanks!
by Syriusz
Fri May 11, 2018 7:10 pm
Forum: News
Topic: Friday Facts #242 - Offensive programming
Replies: 51
Views: 24188

Re: Friday Facts #242 - Offensive programming

After reading the title I was worried that you had troubles with social justice warriors...

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