Search found 66 matches
- Fri Sep 29, 2023 2:01 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 83247
Re: Friday Facts #378 - Trains on another level
Holy fuck, I bet no one expected this. You magnificent bastards.
- Fri Sep 22, 2023 3:45 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 220
- Views: 52797
Re: Friday Facts #377 - New new rails
Awesome changes. There is one thing I don't quite understand yet, and would love some clarification: Why must rails be constrained to grid at all? I'm asking because I'm curious what bad things would result if rail control points could be placed anywhere. By default they could be snapped to integer ...
- Sun Sep 17, 2023 7:14 am
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 61626
Re: Friday Facts #376 - Research and Technology
The amount of "I AM NOT A SPEEDRUNNER BUT SPEEDRUNNERS WILL HATE THIS!" is just comical XD Also the amount of "we, the people"... Please, all, speak for yourself, don't project your opinions on others... I, for example, like those changes and have no say in what others will find ...
- Sat Sep 16, 2023 3:22 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 61626
Re: Friday Facts #376 - Research and Technology
One thing I am worried about with the quality of items is how they behave in GUIs and item stacks. If I put a quality 5 (supreme?) cog in the assembler and want to add another cog of other quality 1 (subpar?) β are the qualities summed/averaged/combined somehow or is the slot "locked" and ...
- Sat Sep 16, 2023 1:32 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 61626
Re: Friday Facts #376 - Research and Technology
Awesome! I liked the quality idea in the previous FFF, but now you even addressed the thing I was almost sure won't ever be addressed β the "raw" feeling of completing researches in bulk. The triggers have huge potential for other mods and they seem like very interesting addition! I imagin...
- Mon Jan 30, 2023 7:30 pm
- Forum: Technical Help
- Topic: Ubuntu, Steam, crash on start, no log file
- Replies: 11
- Views: 3472
Re: Ubuntu, Steam, crash on start, no log file
You can and investigate all of those locations first
Code: Select all
locate /.factorio
- Wed Jan 18, 2023 11:20 am
- Forum: Ideas and Suggestions
- Topic: Back button on Trains interface
- Replies: 6
- Views: 1604
Re: Back button on Trains interface
Oh yes, this is one of the most tedious things for me right now. It would be good to support mouse button 4 and 5 to go back/forward between screens as well. If it could be implemented for other things like technology, a mod manager page, options, settings page, BLUEPRINT BOOK NAVIGATION(!), it woul...
- Tue Jan 17, 2023 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Better fast belt bending using waypoints
- Replies: 6
- Views: 1737
Re: Better fast belt bending using waypoints
This does look good, and is a clear improvement, although I'd love to see the kind of orthogonal tracing stuff you see on PCB layout software, where setting a corner sets the position of the previous corner, and locks that axis, then waiting for you to place the next corner before deciding this one...
- Mon Jan 16, 2023 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Better fast belt bending using waypoints
- Replies: 6
- Views: 1737
Re: Better fast belt bending using waypoints
The same mechanic could be used to draw pipes.
Btw if someone want's to use the code, it is MIT licensed so go ahead.
Btw if someone want's to use the code, it is MIT licensed so go ahead.
- Sun Jan 15, 2023 10:11 pm
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6793
Re: What to do with entities after uninstall
If the uninstall scripts/migrations were to be too much of a pain to add, then at least some API to add an opt-in notification on mod uninstall could be added. Any mod author could provide an appropriate message, and when the mod is uninstalled/disabled (in a mod manager or during save load?) a conf...
- Fri Jan 13, 2023 10:58 am
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6793
Re: What to do with entities after uninstall
I know that the topic was moved to "won't implement" and it staled for 4 years, but I would like to maybe hear some new thoughts about it. My experiences so far that led me to looking for this topic: Recently I've tried installing BigBrother mod that upgrades radars. After a bit of playing...
- Fri Jan 13, 2023 10:07 am
- Forum: Modding help
- Topic: Inter-Mod Communication
- Replies: 3
- Views: 3308
- Mon Jan 09, 2023 1:05 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
- Replies: 3
- Views: 1847
Re: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
+1 because it would be useful to have a proper way of adjusting circuits network anywhere on the map.
- Mon Jan 09, 2023 1:04 am
- Forum: Ideas and Suggestions
- Topic: Better fast belt bending using waypoints
- Replies: 6
- Views: 1737
Better fast belt bending using waypoints
I created a demo of this new "waypoint mode". All the info can be found there : https://t3st3ro.github.io/stuff/factorio-waypoints.html Quick controls descriptions for the demo: use CTRL+LMB first time to enter "waypoint placing mode", next use LMB to place a single strip of bel...
- Sun Jan 08, 2023 10:40 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints Improvement, Build Orders
- Replies: 3
- Views: 1113
Re: Blueprints Improvement, Build Orders
I might point you to mods that could solve your issues: https://mods.factorio.com/mod/bp100 https://mods.factorio.com/mod/blueprint-stages I think you can achieve "ordering" even in vanilla game - if you want order under siege, then you probably want separate blueprints for walls with turr...
- Sun Jan 08, 2023 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Rail planning improvements
- Replies: 7
- Views: 1268
Re: Rail planning improvements
Gonna say it right now: no to any removal of obstacle avoidance. The devs removed it once thinking that no one used it and a lot of us spoke up until they added it back. This is most helpful for pathing around cliffs before you have cliff explosives, but also for planning manual rail laying before ...
- Sun Jan 08, 2023 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Rail planning improvements
- Replies: 7
- Views: 1268
Re: Rail planning improvements
ambiguity: [SHIFT] for ghost planning and [CTRL] for planning with obstacle avoidance produce almost the same result. From personal experience, I've never used Ctrl for rail planning. Are there any differences between the two modes? I don't recall there being any differences conflicts: [SHIFT] duri...
- Sun Jan 08, 2023 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Rail planning improvements
- Replies: 7
- Views: 1268
Rail planning improvements
Generally, rail planning is working well. Sometimes, however, the work doesn't go as smoothly as it could with the current implementations. Below, i'm gonna assume default controls with [CTRL] for an obstacle avoidance mode, so I'll call it a [CTRL] mode sometimes. Problems Controls for rail plannin...
- Thu Jan 05, 2023 6:29 pm
- Forum: Not a bug
- Topic: Barrel recipes are unlocked inconsistently with research
- Replies: 9
- Views: 2112
Re: Barrel recipes are unlocked inconsistently with research
I wrote myself a mod for that: https://mods.factorio.com/mod/barrel-stages
Imo this is an inconsistency/bug. I remember being confused when I was just starting factorio
Imo this is an inconsistency/bug. I remember being confused when I was just starting factorio
- Thu Jan 05, 2023 12:42 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 9
- Views: 1757
Re: can't setup relative grid offset if blueprint contains rails
This is not a bug. Rails are locked to the global grid in 2x2 pieces, any blueprints with rails have to be locked to the same 2x2 grid spacing to be valid. I think you may have missed the point. As you can see below, it's impossible to create a RELATIVE grid for the blueprint with a rail: https://i...