Search found 201 matches

by bormand
Mon Feb 15, 2021 9:46 am
Forum: Ideas and Requests For Mods
Topic: Weapon dispersion and inaccuracy
Replies: 3
Views: 1442

Re: Weapon dispersion and inaccuracy

Weapons, especially the Artillery has pinpoint accuracy. I was wondering if there is any way to inject dispersion into projectile weapons? Yeah, there are direction_deviation and range_deviation properties, they are used for vanilla shotgun and tank shells. Should work for artillery too, vanilla ar...
by bormand
Fri Feb 12, 2021 6:32 am
Forum: Technical Help
Topic: time usage debug, Flip[on]
Replies: 2
Views: 986

Re: time usage debug, Flip[on]

AFAIK, flip is mostly waiting for monitor VSync. You can turn off VSync and get a little more FPS, but with screen tearing. --- edit --- I.e. if your frame time is 15ms, flip will wait for VSync about 1ms and everything is fine. But if your frame time is 17ms, you will miss nearest VSync and flip wi...
by bormand
Fri Feb 12, 2021 5:49 am
Forum: Ideas and Suggestions
Topic: Don't add undergrounds when click-dragging belts across structures marked for deconstruction
Replies: 11
Views: 2665

Re: Don't add undergrounds when click-dragging belts across structures marked for deconstruction

causa-sui wrote: ↑
Thu Feb 11, 2021 9:21 pm
This is not ideal, and can be annoying when adjusting belt placement.
How? Those entities are just marked to deconstruction, you can't place belts there yet.

Ghost belts work, though. Try to press hold shift while routing the belt through the area marked for deconstruction.
by bormand
Fri Feb 12, 2021 5:18 am
Forum: Gameplay Help
Topic: Why "No Path"?
Replies: 7
Views: 2569

Re: Why "No Path"?

Do you have another station with the same name? Looks like they see that station and want to go there, but there are no path.
by bormand
Thu Feb 11, 2021 5:38 pm
Forum: Duplicates
Topic: [kovarex] [1.1.21] Construction robots tutorial doesn't work
Replies: 1
Views: 783

[kovarex] [1.1.21] Construction robots tutorial doesn't work

Steps to reproduce:

1) Open tips and tricks window
2) Select "construction robots"

Expected result: construction bots build something
Actual result: nothing happens

--- edit ---

Storage chest tutorial doesn't work too.
by bormand
Fri Feb 05, 2021 3:25 pm
Forum: Ideas and Requests For Mods
Topic: request mod wear factorio1.1
Replies: 2
Views: 1249

Re: request mod wear factorio1.1

Angel's mods have replaceable filters and electrodes, for example.
by bormand
Fri Feb 05, 2021 1:17 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 166429

Re: Friday Facts #365 - Future plans

Ringkeeper wrote: ↑
Fri Feb 05, 2021 1:09 pm
where is the pre-order button?
Honestly, let them work at comfortable speed, without pressure from that pre-orders.
by bormand
Fri Feb 05, 2021 8:54 am
Forum: Ideas and Suggestions
Topic: Take blocked slots into account when reporting chest usage
Replies: 10
Views: 2580

Re: Show chest limit in tooltip

+1 Just current/limit should be fine, imho. Original capacity is not very interesting for a limited chest and would just clutter interface. Examples: 10/20 - you have 10 stacks and container is limited to 20 21/20 - you have 21 stack and container is limited to 20 (one stack was added manually or ju...
by bormand
Fri Feb 05, 2021 8:26 am
Forum: Ideas and Suggestions
Topic: Unified Statistics Panel
Replies: 11
Views: 3412

Re: Unified Statistics Panel

As you can have multiple electrical grids, how would you determine which one you wanted the stats for? With a selector like in logistics window? It shows nearest network by default, but you can choose another. And current method with clicking on the pole should work too. -- edit -- I like the idea ...
by bormand
Thu Feb 04, 2021 8:26 pm
Forum: Gameplay Help
Topic: 1.1 Train Stop UI change, how to see connected trainstops now?
Replies: 2
Views: 1100

Re: 1.1 Train Stop UI change, how to see connected trainstops now?

Filter the "trains" tab by dump station name, probably?

-- Edit --
Screenshot from 2021-02-05 03-31-26.png
Screenshot from 2021-02-05 03-31-26.png (20.68 KiB) Viewed 1082 times
by bormand
Wed Feb 03, 2021 5:17 pm
Forum: Ideas and Requests For Mods
Topic: MAP marker anywhere
Replies: 4
Views: 1479

Re: GUI back to right side; MAP marker anywhere;

what if instead of mod i edit game file for private use only? could that work Well, yeah, if you have some experience with debugging and disassembling it would work... But in that case you wouldn't ask, probably. And, please, turn off crash log uploading if you go that way. Don't spam devs with cra...
by bormand
Wed Feb 03, 2021 1:14 pm
Forum: Modding interface requests
Topic: Allow other wires to behave like copper-cable
Replies: 4
Views: 1310

Re: Allow other wires to behave like copper-cable

ss_Baum wrote: ↑
Wed Feb 03, 2021 12:58 pm
Did you set the connection points before trying it?
Connection points are hardcoded to "copper", "red" and "green". So, wire item names are hardcoded too, I think. All their properties are similar, they differ mostly in name.
by bormand
Wed Feb 03, 2021 12:16 pm
Forum: Ideas and Suggestions
Topic: Feature Request - RSS Data on Mod Portal
Replies: 24
Views: 6586

Re: RSS

See also: 87788
by bormand
Wed Feb 03, 2021 9:43 am
Forum: Ideas and Suggestions
Topic: Upgrade planner to Replace planner (ctrl+H)
Replies: 13
Views: 2510

Re: Upgrade planner to Replace planner (ctrl+H)

pichutarius wrote: ↑
Wed Feb 03, 2021 9:35 am
instead of expecting every mod-author do it properly, replace planner sounds like a more elegant solution
I dunno, most mods already do it properly. It's a very important property, manual fast-replace doesn't work without it too and upgrading to next tier becomes a hell.
by bormand
Wed Feb 03, 2021 7:00 am
Forum: Ideas and Suggestions
Topic: Upgrade planner to Replace planner (ctrl+H)
Replies: 13
Views: 2510

Re: Upgrade planner to Replace planner (ctrl+H)

pichutarius wrote: ↑
Tue Feb 02, 2021 12:01 am
useful in other mods, especially creative mod. eg: void requester chest <-> normal requester chest
Well, they already in the same fast-replace group, just hidden. Check "unhide items" in the creative mod settings and you will be able to use them in upgrade planner.
by bormand
Wed Feb 03, 2021 6:29 am
Forum: Ideas and Suggestions
Topic: Upgrade planner to Replace planner (ctrl+H)
Replies: 13
Views: 2510

Re: Upgrade planner to Replace planner (ctrl+H)

Why? I can't think about any situation where it would be useful to replace entity to a totally unrelated entity.... Upgrade planner already allows to replace anything belonging to the same fast-replace group. If the mod doesn't set proper group for a void requester chest, it's a problem on the mod s...
by bormand
Wed Feb 03, 2021 5:25 am
Forum: Questions, reviews and ratings
Topic: Mod that exposes time to consume a science pack to the circuit network
Replies: 4
Views: 1376

Re: Mod that exposes time to consume a science pack to the circuit network

You can detect it in-game in vanilla, just measure interval between swings of the input inserter on one of the labs.
by bormand
Tue Feb 02, 2021 11:36 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23469

Re: Nerf the Portable Fusion Reactor?

aka13 wrote: ↑
Tue Feb 02, 2021 11:19 am
PFR is not overpoered, it is ridiculously underpowered for endgame purposes, especially with marathon.
It's intentionally underpowered, I think. Otherwise power armor will overshadow everything else.
by bormand
Tue Feb 02, 2021 6:16 am
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23469

Re: Nerf the Portable Fusion Reactor?

Nuclear fuel would be closer to a half an hour, which is a significant inventory commitment and/or endurance limit, but it's pure busy-work, it doesn't add any interesting complexity to the game systems. It can be fun if generator is significantly more powerful than PFR, so you can trade some inven...
by bormand
Mon Feb 01, 2021 8:56 pm
Forum: General discussion
Topic: Poll for strategies to power your equipment grid
Replies: 24
Views: 7381

Re: Poll for strategies to power your equipment grid

Trific wrote: ↑
Mon Feb 01, 2021 8:41 pm
I heavily disliked the "have to wait until the sun comes up to recharge my batteries before I assault that next nest" portion of the game.
Use weapons, Luke. Personal defence called "defence" for a reason.

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