Search found 127 matches

by Hares
Fri Apr 12, 2024 11:18 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 151
Views: 19477

Re: Friday Facts #406 - Space Age Music

How about making an in-game director which is able to tell the audio engine which music should be played when and where? Many games already do so, and it's pretty natural. One of the best examples for so is Red Alert 3 which can – just by music – tell you that your forces have engaged the enemy.
by Hares
Fri Apr 05, 2024 1:38 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 138
Views: 15373

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

The one more thing I'd like to ask is to add ability to see requestors & providers for the specific item. I.e., you know that somebody is eating all of your steal, and you don't know who it is. Pretty useful in the larger bot-based bases (or at least malls)
by Hares
Fri Apr 05, 2024 11:45 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 138
Views: 15373

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

How about allowing reading the fluid system contents in the same way you read the whole transport line?
This info already exists on the UI, you just need to allow exporting it to the circuit network
by Hares
Fri Mar 29, 2024 12:03 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 15332

Re: Friday Facts #404 - Frustration not found

Unit reporting.
Spiredtron ready.
Moving out!
We've got hostiles!
We will burry them.
Move, move, move!
<sounds of explosions in a distance>
by Hares
Fri Mar 22, 2024 12:30 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 17264

Re: Friday Facts #403 - Train stops 2.0

Klonan wrote:
Fri Mar 22, 2024 9:00 am
Rail planner works in the map mode.
Can we have something similar to the rail signals (i.e., every 32 tiles) and for the power poles?
by Hares
Sat Mar 16, 2024 9:38 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23317

Re: Friday Facts #402 - Lightspeed circuits

From the FFF: https://cdn.factorio.com/assets/blog-sync/fff-402-rail-wires.png That's almost exactly how my rail blueprints look like - could have been a screenshot from my current factory :D I also added red and green wires "just in case a real use case pops up". I'm still waiting. The w...
by Hares
Fri Mar 15, 2024 1:03 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 168
Views: 23317

Re: Friday Facts #402 - Lightspeed circuits

@Devs, what will happen with the lightspeed assemblers connected to the circuit network? Didn't they mention early on that there was going to be Power Armour beyond Mk II? Maybe that's what it is? Power Armour Mk III? I still have no idea what are you talking about :) I did not see any arms there. A...
by Hares
Tue Mar 05, 2024 1:00 pm
Forum: Ideas and Suggestions
Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
Replies: 2
Views: 464

Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network

I was building a large city block base with multiple buffering storage areas. In order to calculate how many materials I need to export to the network there is a green wire which passes through the entire megabase grid and is automatically connected to all cells; cells with buffer chests increase th...
by Hares
Tue Mar 05, 2024 12:40 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1652

Re: [Factorio Mod Portal] Allow edits to title and/or category

Both Gitlab & GitHub provide full control of the bug item, except that it can't be deleted. And it's very common when the ticket author changes the title and there's no shame in doing so. This works because changing the title produces a clear message in that thread about the title changing from...
by Hares
Tue Mar 05, 2024 12:11 am
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1652

Re: [Factorio Mod Portal] Allow edits to title and/or category

1. I didn't use mentioning because I pressed reply button and some posts were written via mobile (including this one), which basically is incompatible with BB, but that's out of topic. 2. The key difference between you two is the fact you provide argumented opinion and I respect such behavior even t...
by Hares
Mon Mar 04, 2024 10:59 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1652

Re: [Factorio Mod Portal] Allow edits to title and/or category

Qon wrote:
Mon Mar 04, 2024 10:53 pm
Hares wrote:
Mon Mar 04, 2024 9:37 pm
Let's be honest. You're just hater (seeing this and other MD-related topic).
Hater of what exactly? Bad ideas? If so I'll admit it, it's true.
Not you.
FuryoftheStars is hater on anything new, modern and industry standard.
by Hares
Mon Mar 04, 2024 9:54 pm
Forum: This Forum
Topic: Markdown support!
Replies: 8
Views: 1512

Re: Markdown support!

I know the solution. This is a hard one, and its not a solution, it's the solution. Migrate the forums on a newer engine and get rid of BB-codes. BB-codes are the past century. They didn't evolve since, like, 2005? The post editor does not support any keyboard shortcuts, is ugly, and does not posses...
by Hares
Mon Mar 04, 2024 9:37 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1652

Re: [Factorio Mod Portal] Allow edits to title and/or category

Let's be honest. You're just hater (seeing this and other MD-related topic).
The most-reasonable solution I've seen is to allow any edits within ~24h.
by Hares
Mon Mar 04, 2024 4:23 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1652

Re: [Factorio Mod Portal] Allow edits to title and/or category

Hardly +1 on that I think it's good that not all users are also given these mod powers. As a mod author I can rename incorrect claims in titles by users and indicate resolved status on bug reports etc with title edits. These powers are useless if the mod users have them as well, I would have to dele...
by Hares
Mon Mar 04, 2024 4:05 pm
Forum: This Forum
Topic: Markdown support!
Replies: 8
Views: 1512

Re: Markdown support!

+1 on that. Especially strange together with the fact that mods.factorio.com use Markdown.
by Hares
Mon Mar 04, 2024 3:56 pm
Forum: Implemented for 2.0
Topic: Export currently held blueprint library object to item
Replies: 18
Views: 4208

Re: Export currently held blueprint library object to item

Blueprint library records will be accessible to mods in 2.0. Records in "my blueprints" are read-only, while records in "game blueprints" are read/write. Will the currently held/opened/updated "my blueprint" item be writable? That's the most common use case currently (...
by Hares
Wed Feb 28, 2024 6:29 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 46626

Re: Friday Facts #384 - Combinators 2.0

R = A / B - what wee need to find C - Constant R = A / B = A * (1/B) = A * C/C * (1/B) = (A * (C/B)) / C That about halfs the precision, so basically only for numbers up to 32767 in general. So generally useless. You can also generate the division in a loop taking a multiple of 32 ticks. Again gene...
by Hares
Fri Feb 23, 2024 3:50 pm
Forum: Combinator Creations
Topic: Pairwise Arithmetic / each op each
Replies: 38
Views: 5122

Re: Pairwise Arithmetic / each op each

I've recenently managed to design almost-fully-functinoal vector to vector divisor. It has some flaws (i.e., it likes off-by-one errors due to calcuations precision), but it generally works for larger numbers. Properties: Latency: 4 (minimal) to (5 for safe/isolated version) Constant Combinators: 0 ...
by Hares
Fri Feb 23, 2024 1:52 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 36875

Re: Friday Facts #399 - Trash to Treasure

Damage and frequency boosted for demonstration purposes.
Scammed and clickbaited. Such a shame. :D

Modders, you know what to do.
by Hares
Fri Feb 23, 2024 1:49 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 46626

Re: Friday Facts #384 - Combinators 2.0

I still think we REQUIRE stack comb in the game because there is currently no way to DIVIDE an input signal by respective stack sizes. I.e., you are designing a Garbage Collector for your interrupt-based trains (a system that scans logistics inventory and pushes all items that can & should occu...

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