Search found 62 matches
- Sat Sep 16, 2023 1:32 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 365
- Views: 59207
Re: Friday Facts #376 - Research and Technology
Awesome! I liked the quality idea in the previous FFF, but now you even addressed the thing I was almost sure won't ever be addressed β the "raw" feeling of completing researches in bulk. The triggers have huge potential for other mods and they seem like very interesting addition! I imagin...
- Mon Jan 30, 2023 7:30 pm
- Forum: Technical Help
- Topic: Ubuntu, Steam, crash on start, no log file
- Replies: 11
- Views: 3272
Re: Ubuntu, Steam, crash on start, no log file
You can and investigate all of those locations first
Code: Select all
locate /.factorio
- Wed Jan 18, 2023 11:20 am
- Forum: Ideas and Suggestions
- Topic: Back button on Trains interface
- Replies: 6
- Views: 1555
Re: Back button on Trains interface
Oh yes, this is one of the most tedious things for me right now. It would be good to support mouse button 4 and 5 to go back/forward between screens as well. If it could be implemented for other things like technology, a mod manager page, options, settings page, BLUEPRINT BOOK NAVIGATION(!), it woul...
- Tue Jan 17, 2023 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Better fast belt bending using waypoints
- Replies: 6
- Views: 1529
Re: Better fast belt bending using waypoints
This does look good, and is a clear improvement, although I'd love to see the kind of orthogonal tracing stuff you see on PCB layout software, where setting a corner sets the position of the previous corner, and locks that axis, then waiting for you to place the next corner before deciding this one...
- Mon Jan 16, 2023 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Better fast belt bending using waypoints
- Replies: 6
- Views: 1529
Re: Better fast belt bending using waypoints
The same mechanic could be used to draw pipes.
Btw if someone want's to use the code, it is MIT licensed so go ahead.
Btw if someone want's to use the code, it is MIT licensed so go ahead.
- Sun Jan 15, 2023 10:11 pm
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6618
Re: What to do with entities after uninstall
If the uninstall scripts/migrations were to be too much of a pain to add, then at least some API to add an opt-in notification on mod uninstall could be added. Any mod author could provide an appropriate message, and when the mod is uninstalled/disabled (in a mod manager or during save load?) a conf...
- Fri Jan 13, 2023 10:58 am
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6618
Re: What to do with entities after uninstall
I know that the topic was moved to "won't implement" and it staled for 4 years, but I would like to maybe hear some new thoughts about it. My experiences so far that led me to looking for this topic: Recently I've tried installing BigBrother mod that upgrades radars. After a bit of playing...
- Fri Jan 13, 2023 10:07 am
- Forum: Modding help
- Topic: Inter-Mod Communication
- Replies: 3
- Views: 3286
- Mon Jan 09, 2023 1:05 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
- Replies: 3
- Views: 1792
Re: [1.1.74] Can't drag wires in map view when drag map keybind inteferes
+1 because it would be useful to have a proper way of adjusting circuits network anywhere on the map.
- Mon Jan 09, 2023 1:04 am
- Forum: Ideas and Suggestions
- Topic: Better fast belt bending using waypoints
- Replies: 6
- Views: 1529
Better fast belt bending using waypoints
I created a demo of this new "waypoint mode". All the info can be found there : https://t3st3ro.github.io/stuff/factorio-waypoints.html TL;DR Current fast belt bending gets frustrating when drawing long lines with bends. Here is a proposition to add "waypoints" snapped to X or Y...
- Sun Jan 08, 2023 10:40 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints Improvement, Build Orders
- Replies: 3
- Views: 1074
Re: Blueprints Improvement, Build Orders
I might point you to mods that could solve your issues: https://mods.factorio.com/mod/bp100 https://mods.factorio.com/mod/blueprint-stages I think you can achieve "ordering" even in vanilla game - if you want order under siege, then you probably want separate blueprints for walls with turr...
- Sun Jan 08, 2023 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Rail planning improvements
- Replies: 7
- Views: 1227
Re: Rail planning improvements
Gonna say it right now: no to any removal of obstacle avoidance. The devs removed it once thinking that no one used it and a lot of us spoke up until they added it back. This is most helpful for pathing around cliffs before you have cliff explosives, but also for planning manual rail laying before ...
- Sun Jan 08, 2023 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Rail planning improvements
- Replies: 7
- Views: 1227
Re: Rail planning improvements
ambiguity: [SHIFT] for ghost planning and [CTRL] for planning with obstacle avoidance produce almost the same result. From personal experience, I've never used Ctrl for rail planning. Are there any differences between the two modes? I don't recall there being any differences conflicts: [SHIFT] duri...
- Sun Jan 08, 2023 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Rail planning improvements
- Replies: 7
- Views: 1227
Rail planning improvements
Generally, rail planning is working well. Sometimes, however, the work doesn't go as smoothly as it could with the current implementations. Below, i'm gonna assume default controls with [CTRL] for an obstacle avoidance mode, so I'll call it a [CTRL] mode sometimes. Problems Controls for rail plannin...
- Thu Jan 05, 2023 6:29 pm
- Forum: Not a bug
- Topic: Barrel recipes are unlocked inconsistently with research
- Replies: 9
- Views: 2045
Re: Barrel recipes are unlocked inconsistently with research
I wrote myself a mod for that: https://mods.factorio.com/mod/barrel-stages
Imo this is an inconsistency/bug. I remember being confused when I was just starting factorio
Imo this is an inconsistency/bug. I remember being confused when I was just starting factorio
- Thu Jan 05, 2023 12:42 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 9
- Views: 1667
Re: can't setup relative grid offset if blueprint contains rails
This is not a bug. Rails are locked to the global grid in 2x2 pieces, any blueprints with rails have to be locked to the same 2x2 grid spacing to be valid. I think you may have missed the point. As you can see below, it's impossible to create a RELATIVE grid for the blueprint with a rail: https://i...
- Sun Jan 01, 2023 8:19 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 9
- Views: 1667
Re: can't setup relative grid offset if blueprint contains rails
But it's not a feature either. Maybe it's not a crash, but it's clearly an oversight. If this got moved to Not a Bug then is this closed as wontfix or is it now in the backlog?
- Sun Jan 01, 2023 5:02 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 9
- Views: 1667
[1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
When trying to setup relative grid OFFSET for a blueprint containing rails, there is a restriction for "grid position value for this blueprint has to be a multiple of 2". This is true for a grid SIZE, but when the grid is in a relative mode, this restriction is obsolete, as that would work...
- Fri Sep 24, 2021 9:40 pm
- Forum: Ideas and Suggestions
- Topic: Some chemical plant recipes allow flipping
- Replies: 3
- Views: 1657
Re: Some chemical plant recipes allow flipping
I second that and revive the thread
- Fri Sep 24, 2021 9:08 pm
- Forum: Not a bug
- Topic: Barrel recipes are unlocked inconsistently with research
- Replies: 9
- Views: 2045
Re: Barrel recipes are unlocked inconsistently with research
I didn't know if it is or isn't a bug and if it's up to me or moderator to post it to the appropriate board
Although the "buggy" part for me was that there are uncraftable recipes at one point in the game.
Although the "buggy" part for me was that there are uncraftable recipes at one point in the game.