Search found 1330 matches

by sparr
Sun Jul 02, 2023 2:09 pm
Forum: Technical Help
Topic: Built computer with highest CPU cache available and game still stutters
Replies: 17
Views: 3751

Re: Built computer with highest CPU cache available and game still stutters

I think the grid nature of your base, and especially the roundabout intersections, is exacerbating the problem significantly. You've built a pathological case for the pathfinder.
by sparr
Sat Jul 01, 2023 3:34 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)
Replies: 2
Views: 1194

Re: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)

Can you give some entity definitions for the things in question? Or perhaps a proof of concept mod and save game that's one step away from the crash?
by sparr
Sat Jun 24, 2023 3:04 pm
Forum: Ideas and Suggestions
Topic: Search/filter on mod settings dialog changes tab unnecessarily
Replies: 1
Views: 447

Search/filter on mod settings dialog changes tab unnecessarily

0. Install a few mods 1. Open mod settings dialog 2. Change to the Player tab 3. Click the magnifying glass or press ctrl+f 4. Type "e" The Startup tab will be selected, even though there are matching settings on the Player tab. This behavior might make sense when there are not any more ma...
by sparr
Fri Jun 23, 2023 10:09 pm
Forum: Ideas and Suggestions
Topic: Blueprint settings limiting rotation/flipping
Replies: 1
Views: 570

Blueprint settings limiting rotation/flipping

TL;DR Add an option to blueprints so they will rotate 4 ways, 2 ways, or not at all. Ditto for flipping, similar to how some blueprints already cannot be flipped due to entities like train stops. What ? When editing a blueprint, near the grid options there would be one additional three-value option...
by sparr
Fri Jun 23, 2023 2:12 am
Forum: Ideas and Suggestions
Topic: [Linux] Comply with the XDG directory standard
Replies: 19
Views: 7456

Re: [Linux] Comply with the XDG directory standard

Following up to mention that the wiki docs at https://wiki.factorio.com/Application_directory are in pretty awful shape.
by sparr
Wed Mar 01, 2023 3:05 pm
Forum: Not a bug
Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
Replies: 2
Views: 1354

Re: [1.1.53] Off-center collision box allows rotation into colliding orientation

Can we get that expectation/constraint mentioned in the prototype docs?
by sparr
Sun Jan 22, 2023 6:45 am
Forum: Ideas and Suggestions
Topic: Automatically split rail blocks when rails are too close together to insert signals
Replies: 8
Views: 1366

Automatically split rail blocks when rails are too close together to insert signals

In a reddit thread about using a simple circuit to create priority merges, the topic shifted to dense rail layouts, particularly where crossing rails are too close together to insert a signal. Someone pointed out that the game Sweet Transit has a novel solution to this. Their rail network implementa...
by sparr
Mon Jan 02, 2023 9:32 am
Forum: Modding interface requests
Topic: Mining drill real output slot
Replies: 6
Views: 1683

Re: Mining drill real output slot

I've fixed the drill so it won't delete the last item it is trying to output if mined before it happens (for the next release). Other changes can also be done but that is the root issue that I'm seeing. That might help with robot256' use case, but it doesn't address mine. I need to detect the ore s...
by sparr
Wed Nov 30, 2022 3:02 pm
Forum: Ideas and Suggestions
Topic: Fast entity transfer/split also works for items linked on toolbar
Replies: 7
Views: 1569

Re: Fast entity transfer/split also works for items linked on toolbar

I have wanted this behavior in the past.

I also want "Q" when hovering the hotbar to put the item on the cursor.
by sparr
Wed Nov 30, 2022 3:01 pm
Forum: Gameplay Help
Topic: Occasionally not detecting full fluid wagon
Replies: 10
Views: 1664

Re: Occasionally not detecting full fluid wagon

If there's any fluid at all in the storage tank, which the alt mode icon suggests there is, then the pump should be able to put the last unit(s) of fluid into the fluid wagon. If you have a save showing this situation, I recommend posting it as a bug report.
by sparr
Tue Oct 18, 2022 4:19 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 158114

Re: 3 and 4 way intersections

4lane BufferedSuperCompact

For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
by sparr
Fri Oct 14, 2022 4:57 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 299
Views: 158114

Re: 3 and 4 way intersections

it doesn't fit the forum as all intersections on here allow every lane to go in every direction. I, too, was shocked to discover that this is not true. It comes up occasionally on Discord. Apparently a lot of folks have been contributing intersections without that trait for a while now, and the yea...
by sparr
Wed Sep 07, 2022 4:19 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 1156

Re: Allow settings that present multiple input fields based on prototypes and other data

The part that would be truly confusing to users is caused by allowing those settings to be used in earlier data stages after a restart. What if data.lua makes steel chest with 48 slots and settings-dynamic adds a setting claiming steel chest has 100 slots? It's hard to know how to respond when you'...
by sparr
Tue Sep 06, 2022 8:37 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 1156

Re: Allow settings that present multiple input fields based on prototypes and other data

It sounds like you simply want one int setting for every (not blacklisted) container. You can simply do that with a loop. No, you can't. You don't have access to data (where the container list exists) during the settings stage, and you can't create settings during the data stage. Making it possible...
by sparr
Tue Sep 06, 2022 7:47 pm
Forum: Modding interface requests
Topic: Allow settings that present multiple input fields based on prototypes and other data
Replies: 6
Views: 1156

Allow settings that present multiple input fields based on prototypes and other data

About once a week I see someone on the Discord in #mod-making asking how to make a dynamic group of settings based on some game data, such as one setting for each turret or tile. Sadly we have to shoot them down every time, and a few folks end up implementing something like a string setting with a d...
by sparr
Mon Sep 05, 2022 2:59 pm
Forum: Won't fix.
Topic: [1.1.68] Unknown item sprite displays poorly in alt mode
Replies: 1
Views: 978

[1.1.68] Unknown item sprite displays poorly in alt mode

The sprite for unknown-item is a black question mark. This looks fine in the GUI where it will be backed by a crisp grey square. It looks terrible in Alt mode where it will appear on top of an entity with a black gradient surrounding it. A white outline is one potential way to resolve this.
by sparr
Mon Sep 05, 2022 1:12 pm
Forum: Ideas and Suggestions
Topic: Draw rail blocks and power/circuit wires on top of debug tile grid
Replies: 4
Views: 885

Draw rail blocks and power/circuit wires on top of debug tile grid

I often enable the debug tile grid when developing blueprints. A minor annoyance which occasionally leads to mistakes is that both the colored lines for rail blocks and the red/gold/green lines for power and circuit wires can be completely hidden by the grid when they line up, which is often the cas...
by sparr
Wed Aug 31, 2022 4:12 pm
Forum: Fixed for 2.0
Topic: [1.1.68] Current signal not preserved in some signal selection dialogs
Replies: 1
Views: 1120

[1.1.68] Current signal not preserved in some signal selection dialogs

When selecting a signal, such as for a filter or combinator, the currently/previously/already selected signal should be highlighted, and pressing E or clicking Set should preserve that selection. This is the case in approximately half of places, and I refer to it below as "works". In the o...
by sparr
Mon Aug 29, 2022 7:13 pm
Forum: Modding interface requests
Topic: Mod flag to trigger mod sync dialog on load of save without the mod
Replies: 0
Views: 463

Mod flag to trigger mod sync dialog on load of save without the mod

If I try to load a save that used a mod that I don't have loaded, I'll get prompted to sync mods. That sync dialog will also include disabling mods I have loaded that weren't loaded when the save was created. However, if I have some new mods loaded and load a save without them, that goes through sil...

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