Search found 66 matches

by Tooster
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.
by Tooster
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 ...
by Tooster
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 ...
by Tooster
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 ...
by Tooster
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...
by Tooster
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

Code: Select all

locate /.factorio
and investigate all of those locations first
by Tooster
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...
by Tooster
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...
by Tooster
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.
by Tooster
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...
by Tooster
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...
by Tooster
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.
by Tooster
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...
by Tooster
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...
by Tooster
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 ...
by Tooster
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...
by Tooster
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...
by Tooster
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
by Tooster
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...

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