Search found 53 matches

by Lilly
Fri Jun 20, 2025 12:51 am
Forum: Ideas and Suggestions
Topic: Option to split values in parameterised blueprints
Replies: 1
Views: 31

Re: Option to split values in parameterised blueprints

I ran into this as well. As a work around, you could set some other parameters to some other placeholder value. However, that value then also becomes the default when placing. Allowing us to set a default value might be easier to implement than an option to split the values.
by Lilly
Thu Jun 19, 2025 11:09 pm
Forum: Ideas and Suggestions
Topic: Show buildings connected to pipe network in sidebar
Replies: 0
Views: 19

Show buildings connected to pipe network in sidebar

TL;DR
When hovering a pipe, show a tally of all the connected buildings in the sidebar.

What?
When hovering a pipe it highlights the entire pipe network. This also shows all the inputs, outputs and the feed-through buildings (e.g. turbines, thrusters, flame turrets). In the sidebar it shows the ...
by Lilly
Thu Jun 19, 2025 10:06 pm
Forum: Ideas and Suggestions
Topic: Please leave those configuration check box always enabled, there is not a single reason to disable them
Replies: 5
Views: 665

Re: Please leave those configuration check box always enabled, there is not a single reason to disable them

TL;DR: Allow clicking a disabled checkbox to toggle its check mark.

The words enabled/disabled refer to two separate states:

Whether the checkbox can be toggled.
Whether the checkbox is drawn grayed out.


What I want is for the disabled status to only affect how it is drawn. However, in ...
by Lilly
Thu Jun 19, 2025 4:12 am
Forum: Ideas and Suggestions
Topic: Allow "Import from" selector in character inventory if group is shared with a platform
Replies: 1
Views: 155

Re: Allow "Import from" selector in character inventory if group is shared with a platform

I've been running into this issue as well. Especially the first time, I was confused why my ship wasn't receiving resources from the planet. Turns out there is an "import from" setting hidden away in the "set orbital request" dialog. I had not noticed that before. Now I can manage it, but it is ...
by Lilly
Sat Oct 07, 2023 1:35 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 49513

Re: Friday Facts #379 - Abstract rewiring

Nice to see the wire shadows finally fixed. I remember thinking about it ~5y ago and coming up with an easy fix. I am happy to see that exact fix got implemented. It indeed does look a lot better.

Pop quiz: can you spot the shadow problem I want to fix next?

Shadow stacking. Where all the wires ...
by Lilly
Fri Jun 25, 2021 3:53 am
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 82700

Re: Friday Facts #366 - The only way to go fast, is to go well!

This is kind of what made me quit the software industry. I've used these practices in my hobby programming projects for years and knew how well those worked. Then when working at a company, I was forced to abandon these practices. Whenever I mentioned them, I got accused of lacking experience or not ...
by Lilly
Wed Jun 23, 2021 5:30 pm
Forum: Not a bug
Topic: [1.1.35] Using undo (ctrl+z) while a textbox has focus, will undo build actions rather than text changes
Replies: 2
Views: 1352

[1.1.35] Using undo (ctrl+z) while a textbox has focus, will undo build actions rather than text changes

Version: Factorio 1.1.35 (build 58756, linux64, steam)

How to reproduce
Build a constant combinator
configure a value
focus the text box
enter a value
hit ctrl+z


What happens
The constant combinator is marked for removal

There is no redo function, so trying to remedy this error by ...
by Lilly
Wed Jun 23, 2021 5:11 pm
Forum: Ideas and Suggestions
Topic: Right clicking text box selects all text
Replies: 2
Views: 1115

Right clicking text box selects all text

TL;DR
When right-clicking a non-focused, single line textbox select the text contained therein.


What ?
The current behavior for non focused single line textboxes is that when you click them they get focused, which allows you to type in them. There is no difference between using the left or ...
by Lilly
Sun Mar 31, 2019 1:34 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 34227

Re: Friday Facts #288 - New remnants, More bugs

One neat solution that would completely bypass all the rendering order issues, is to also export depth information when rendering the images. These can then be used during rendering to fill the depth buffer (or z-buffer) for occlusion. Another benefit of that is that you only need 1 image+depth info ...
by Lilly
Wed Jul 04, 2018 8:49 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 92220

Re: Friday Facts #249 - Dead end exploration

an infinite number of books
Books can now also store [...] every item in the game.

So... infinite inventory?
It is based on proposal 4, where "the quickbar is just an action bar idea explained in the FFF-191 ". So no infinite inventory, only infinite actions. Would be fun though, as those ...
by Lilly
Wed Jul 04, 2018 5:47 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 92220

Re: Friday Facts #249 - Dead end exploration

Proposal 1 & 2:
Those introduce different types of blueprint: Those linked to the library and those which are not linked. What happens if you clear a linked blueprint? Is it then also cleared in the library (i.e. the library now contains an empty blueprint)? So I'm against linking blueprints to ...
by Lilly
Tue Apr 24, 2018 11:19 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.36] Well ghosts cannot be replaced
Replies: 8
Views: 5459

Re: [kovarex] [0.16.36] Well ghosts cannot be replaced

To me, the correct solution here should be to not allow landfilling the area that the pump is in.
by Lilly
Thu Apr 19, 2018 12:24 pm
Forum: News
Topic: Friday Facts #238 - The GUI update (Part II)
Replies: 143
Views: 70242

Re: Friday Facts #238 - The GUI update (Part II)

I agree with Kovarex on the Queue button.
First the semantic meaning of the labels is inconsistent:
Queue = Action
Queued = Status
Researched = Status
Unavailable = Status

It is not clear whether clicking 'Queued' will in turn unqueue the research. Is suppose it is not, as it is not rendered as ...
by Lilly
Thu Feb 22, 2018 3:49 pm
Forum: Energy Production
Topic: Building a 1TW nuclear reactor
Replies: 19
Views: 53327

Re: Building a 1TW nuclear reactor

[Edit] I'm curious... does the blue belt handle the amount of fuel needed at this kind of power generation? 6252 fuel every 200 seconds at full burn... 31 fuel per second... ~16 fuel per second per side. Yea, blue belt will handle that. Had been wondering what a belt design could handle reactor ...
by Lilly
Thu Jan 11, 2018 9:47 am
Forum: Ideas and Suggestions
Topic: Ropeway conveyor above the factory...
Replies: 95
Views: 58908

Re: Ropeway conveyor above the factory...

olafthecat wrote:A tinsy bit of Necro going on here. :?
OP referenced this thread in the thread on the latest FFF: viewtopic.php?f=38&t=56218&start=160#p331077. It makes sense to further discuss this topic here than in the FFF-thread, because there it is downright impossible.
by Lilly
Wed Jan 10, 2018 11:31 am
Forum: Ideas and Suggestions
Topic: Ropeway conveyor above the factory...
Replies: 95
Views: 58908

Re: Ropeway conveyor above the factory...

I've looked into what it takes to turn this into a mod. I found that it can be done, but only as a proof of concept, or in a very limited fashion. The biggest problem is drawing the belt lines and animating the buckets.

One approach is to bake the belt lines and buckets into a single animation ...
by Lilly
Tue Jan 09, 2018 1:24 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 472448

Re: Friday Facts #224 - Bots versus belts

A lot of the posts here talk about why bots are overpowered, I agree with them.
A lot of the posts here talk about why bots shouldn't be removed or nerfed, I agree with those too.
If you don't like bots, don't use them. Factorio is most of all, a sandbox game, so in the end, it should be the player ...
by Lilly
Mon Jan 08, 2018 5:01 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 472448

Re: Friday Facts #224 - Bots versus belts

Second tier belts huh? Why not use buckets:
bucket.gif

There is a forgotten feature that you could put cars on belts as a way to significantly improve their throughput. However, cars are too big to be used for this purpose, and wouldn't look right. I hacked a mod that adds buckets (prototype: car ...
by Lilly
Sat Jan 06, 2018 1:38 pm
Forum: Ideas and Suggestions
Topic: Filter Combinator
Replies: 7
Views: 6413

Re: Filter Combinator

I found myself in need of something like this, though managed to come up with a work-around. If the signals are all positive then:

Create a constant combinator with all the signals you want to keep set to 1. If you need more than 18 signals, use multiple combinators and connect those.
Then ...
by Lilly
Sat Jan 06, 2018 10:26 am
Forum: Ideas and Suggestions
Topic: Add rocks to terrain settings
Replies: 3
Views: 2128

Re: Add rocks to terrain settings

Rocks used to look different:
rock.png
rock.png (32.76 KiB) Viewed 2100 times
I'm using the creative mode mod, so I can just use the deconstruction planner to remove them. However, I have to do this every time before I can chain paste a blueprint.

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