Search found 201 matches

by bormand
Tue Jan 26, 2021 10:01 am
Forum: Modding help
Topic: Add prototype definition?
Replies: 6
Views: 1374

Re: Add prototype definition?

DaveMcW wrote: ↑
Tue Jan 26, 2021 9:26 am
Yes.
Are they optimized like solar panels or accumulators? Or every EEI is calculated separately?
by bormand
Tue Jan 26, 2021 9:37 am
Forum: Ideas and Suggestions
Topic: Allow non-zipped scenario file to upload to mod portal directly.
Replies: 4
Views: 906

Re: Allow non-zipped scenario file to upload to mod portal directly.

But we have to zip the whole folder only to get the file uploaded. You will zip them regardless of the site. Because it's not fun to upload and download a dozen of individual files one by one. Allowing to play a zipped scenario directly is a good idea, though. EDIT Looks like it already possible to...
by bormand
Mon Jan 25, 2021 7:53 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.17] Placing blueprint on map while in train can add trainstop to schedule instead
Replies: 4
Views: 3042

Re: [1.1.17] BP Placing Issue when in Train

Do you have some keys remapped? Temporary train stop is on Ctrl-LMB by default.

My mistake, Shift-LMB is mapped to the "Add train stop" action in both locomotive UI and the map view.
by bormand
Mon Jan 25, 2021 7:12 pm
Forum: Modding interface requests
Topic: Get pollution isobands
Replies: 4
Views: 1539

Re: Get pollution isobands

I cannot see any edges here. They just calculate interpolated value for every pixel. Unfortunately, draw functions accepts only a single color. So, mods can't do anything like that. If draw_polygon() would accept per-vertex colors and would be able to interpolate between them, your mod can just dra...
by bormand
Mon Jan 25, 2021 6:46 pm
Forum: Releases
Topic: Version 1.1.17
Replies: 10
Views: 11540

Re: Version 1.1.17

SuperSandro2000 wrote: ↑
Mon Jan 25, 2021 6:27 pm
Trains faster than 7386.3km/h will be limited to that speed.
What happens at that speed?
by bormand
Mon Jan 25, 2021 1:48 pm
Forum: Balancing
Topic: I think assembling machines need some balance changes
Replies: 35
Views: 12884

Re: I think assembling machines need some balance changes

We re-did factories or start over with new games many times already. What was ok for an early access beta isn't ok for a stable, released game . Expectations are very different and many people can be upset. Sure, new features and small balancing changes are still possible. They already buffed produ...
by bormand
Mon Jan 25, 2021 12:39 pm
Forum: Balancing
Topic: I think assembling machines need some balance changes
Replies: 35
Views: 12884

Re: I think assembling machines need some balance changes

0.5x,1x and 2x will be more intuitive, of course.

But it's too late to change them, I think. Such changes will break many builds that were tuned for specific speed and Factorio isn't in early access any more.
by bormand
Mon Jan 25, 2021 10:03 am
Forum: Balancing
Topic: Spidertron grid size
Replies: 15
Views: 9208

Re: Spidertron grid size

The engineer is by far most important thing in the factory I agree. We can have dozens of spidertrons and they can work semi-autonomously. We can have thousands of machines and turrets. But there is only one engineer, he's not scalable, he can't visit multiple places at the same time. That's why he...
by bormand
Sun Jan 24, 2021 7:36 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.15][Minor] Warning sound played when upgrading underground from the exit side
Replies: 1
Views: 1593

[kovarex] [1.1.15][Minor] Warning sound played when upgrading underground from the exit side

Found a little issue while upgrading my bus. 1) Draw yellow belt with an underground 2) Drag upgrade it to the next tier starting from the right side Actual: warning sound played when mouse touches exit side of the underground, upgrade happens a bit later, when mouse touches entry side Expected: upg...
by bormand
Sun Jan 24, 2021 10:40 am
Forum: Show your Creations
Topic: Simple science pack sushi belt
Replies: 1
Views: 3058

Re: Simple science pack sushi belt

In my sushi mixer I used interesting fact: 7 blue inserters, trimmed to 1 item per swing, fill the blue belt decently enough. It works for yellow belt and yellow inserters too. Belt isn't used to the full capacity, unlike in your design, but can handle up to 250 SPM on blues and something like 90 on...
by bormand
Sun Jan 24, 2021 7:44 am
Forum: Not a bug
Topic: [1.1.14] Oil pump can drain oil into void
Replies: 3
Views: 1103

Re: [1.1.14] Oil pump can drain oil into void

Murzik wrote: ↑
Sun Jan 24, 2021 1:00 am
Oil pump works fine, but oil is gone - probably spilling onto the landscape.
It's not spilling, just filling internal buffer of the oil pump. Wait a bit and it will stop.
by bormand
Sun Jan 24, 2021 12:19 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [1.1.14] Localization bug in supply challenge victory screen
Replies: 1
Views: 1555

[Klonan] [1.1.14] Localization bug in supply challenge victory screen

It should show "point" instead of "1", I think.
Screenshot from 2021-01-24 07-17-31.png
Screenshot from 2021-01-24 07-17-31.png (15.97 KiB) Viewed 1555 times
by bormand
Sat Jan 23, 2021 7:45 pm
Forum: Ideas and Suggestions
Topic: Client and host based mods
Replies: 7
Views: 2430

Re: Client and host based mods

subset of mods that can be installed for some players but not others without causing desyncs Yeah, basically load them last, so other mods can never see what was changed, and forbid them from changing non-visual properties. The hard part is to exclude them from all checksums, though. And to define ...
by bormand
Sat Jan 23, 2021 7:10 pm
Forum: Not a bug
Topic: [1.1.14] "sc" search filter in production map allows "copper cable"
Replies: 4
Views: 1489

Re: [1.1.14] "sc" search filter in production map allows "copper cable"

This thing bothered me a bit, but I always thought this is an effect of fuzzy search... But looks like it intended to work this way:

"Can also be used to manually connect and diSConnect electric poles and power switches"
by bormand
Sat Jan 23, 2021 10:45 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.14] Ghosted wagons and locomotives don't snap to each other
Replies: 2
Views: 1808

Re: [1.1.14] Ghosted wagons and locomotives don't snap to each other

bormand wrote: ↑
Sat Jan 23, 2021 9:57 am
Ghost locomotives snap properly to the station.
Ghost locomotives and wagons snap properly to the real ones.
Well, they don't. They look visually snapped before you place them, but in reality they are placed with an offset sometimes.
Screenshot from 2021-01-23 17-43-21.png
Screenshot from 2021-01-23 17-43-21.png (245.32 KiB) Viewed 1785 times
by bormand
Sat Jan 23, 2021 9:57 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.14] Ghosted wagons and locomotives don't snap to each other
Replies: 2
Views: 1808

[kovarex] [1.1.14] Ghosted wagons and locomotives don't snap to each other

I had no wagons in my inventory and tried to ask bots to build the train. Ghost locomotives snap properly to the station. Ghost locomotives and wagons snap properly to the real ones. But ghosts don't snap to the ghosts (for both clicking and dragging). So, it's impossible to build a functional ghost...
by bormand
Sat Jan 23, 2021 9:42 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.14] Ghost reversion orders prevent manual reversion of underground
Replies: 1
Views: 1580

[kovarex] [1.1.14] Ghost reversion orders prevent manual reversion of underground

Final(?) corner cases of 94776 1) Draw horizontal belt with an underground belt in the middle 2) Drag mouse from the right to the left in ghost mode 3) Drag mouse from the right to the left in normal mode Actual: underground is not reversed, empty circles remain over underground if you reverse it ma...
by bormand
Fri Jan 22, 2021 10:02 pm
Forum: Outdated/Not implemented
Topic: default options
Replies: 5
Views: 2071

Re: default options

+1

1 is a good default for small stations. And 0 is used very rarely (graceful shutdown of outpost).
by bormand
Fri Jan 22, 2021 5:49 pm
Forum: General discussion
Topic: Alt-F4 #22 - Blueprint Rant
Replies: 10
Views: 4129

Re: Alt-F4 #22 - Blueprint Rant

That's why overhaul mods are nice. There are almost no ready-made blueprints for them, even if you want to use them.
by bormand
Fri Jan 22, 2021 3:15 pm
Forum: Releases
Topic: Version 1.1.13
Replies: 12
Views: 11898

Re: Version 1.1.13

FactorioBot wrote: ↑
Fri Jan 22, 2021 12:29 pm
Decider combinator can output an Anything signal, which returns exactly one matching signal.
Thanks!

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