Search found 396 matches

by DanGio
Thu Jan 14, 2021 9:58 am
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 15331

Re: Version 1.1.9

FactorioBot wrote: ↑
Thu Jan 14, 2021 9:55 am
  • Added smart belt dragging option that unlocks 2 fundamental features for belt building and is enabled by default: 1) Rotating while belt dragging can be used to build belt segments faster. 2) Automatic underground belt placement when obstacle is encountered.
Oh my
by DanGio
Thu Jan 07, 2021 10:58 pm
Forum: Releases
Topic: Version 1.1.8
Replies: 26
Views: 23659

Re: Version 1.1.8

Very nice fixes in 1.1.7 & 1.1.8, very nice GUI update... Thank you !
by DanGio
Wed Dec 30, 2020 8:59 am
Forum: Combinator Creations
Topic: Factorio Combinator Orchestra
Replies: 0
Views: 1275

Factorio Combinator Orchestra

I'm designing a machine to make music creation in Factorio easier. Today, the first component is ready to be shown. Here's the video presentation of the Arpeggiator : https://raw.githubusercontent.com/DanGioGames/factorio-combinator-orchestra/main/images/misc/fco-thumbnail-1.jpg Here's the GitHub re...
by DanGio
Wed Dec 23, 2020 2:39 pm
Forum: Implemented Suggestions
Topic: Epilepsy inducing screen effects
Replies: 10
Views: 3225

Re: Epilepsy inducing screen effects

C'mon, that's so rude... If you can report seizure while playing factorio, make a report. If you hate a visual effect in a modded game, just play vanilla?
by DanGio
Wed Dec 23, 2020 2:24 pm
Forum: Implemented Suggestions
Topic: Epilepsy inducing screen effects
Replies: 10
Views: 3225

Re: Epilepsy inducing screen effects

Being unwatchable and triggering epilepsy seizure are two distinct issues :)
by DanGio
Wed Dec 23, 2020 2:16 pm
Forum: Implemented Suggestions
Topic: Epilepsy inducing screen effects
Replies: 10
Views: 3225

Re: Epilepsy inducing screen effects

Hey, I actually was diagnosed with epilepsy, and I have to say I never experienced any seizure with Factorio in 6 years of gameplay. Epilepsy seizure triggers are IMO important to take care of, but if there isn't any trigger... I don't see the point mentioning this in the thread title, and pushing m...
by DanGio
Sun Dec 20, 2020 1:38 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 131669

Re: Version 1.1.0

noclaf wrote: ↑
Sun Dec 20, 2020 1:35 pm
I want to start a new vanilla megabase over the Christmas (kids gone, etc :D )
Considering the replayability of Factorio I'm actually planning the game I'll play on my 1st retirement year :D
by DanGio
Sat Nov 28, 2020 4:55 pm
Forum: Ideas and Suggestions
Topic: Allow text input for Programmable speaker volume
Replies: 0
Views: 478

Allow text input for Programmable speaker volume

Hello, I'd like the Programmable speaker GUI to allow text input in the volume setting, like the Sound settings GUI does. It would look like this : speaker.jpg EDIT : Why ? It would allow more precise control of volume, make the volume slider more readable, and make the GUI consistent with the sound...
by DanGio
Fri Nov 27, 2020 9:49 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.1] Misaligned blueprint names using bold rich text
Replies: 2
Views: 2415

Re: [1.1.1] Misaligned blueprint names using bold rich text

Hello, here's a simple name that always misalign :

Code: Select all

uranium [color=red]DROP[/color]
by DanGio
Wed Nov 25, 2020 3:41 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 49750

Re: Version 1.1.1

Are these icons final? These new ones just look cheap, low res, blurry (also that drop shadow :D). https://drive.google.com/uc?export=view&id=15_n_kyBN5CeJLRg6As_fY6bJO9G3VavG The old ones looked much better :( Also, the new icon style is not consistent with these ones https://drive.google.com/...
by DanGio
Wed Nov 25, 2020 12:03 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 131669

Re: Version 1.1.0

Electric mining drills LEDs benefit so much from the new night render ! Excellent.
by DanGio
Wed Nov 25, 2020 11:35 am
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 49750

Re: Version 1.1.1

Thanks the quickbar lock option ! I'll use it.
by DanGio
Tue Nov 24, 2020 6:34 pm
Forum: Ideas and Suggestions
Topic: Give an option in the interface menu to revert to old quickbar behavior.
Replies: 12
Views: 2662

Re: Give an option in the interface menu to revert to old quickbar behavior.

I already said this in the 1.1.0 release topic, so just to put it in the right topic : +1, I won't fight to death for it, but the new behavior (shortcut changing by left clicking with item in hand) makes the shortcut bar setup too fragile IMO. Even if picking items in the bar with the mouse isn't th...
by DanGio
Tue Nov 24, 2020 12:49 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 131669

Re: Version 1.1.0

kirazy wrote: ↑
Tue Nov 24, 2020 12:40 pm
ickputzdirwech wrote: ↑
Tue Nov 24, 2020 12:34 pm
If you forget to clear the cursor first, there is no easy way to undo the new filter in the quickbar.
Middle... mouse... click?...
This won't bring back your shortcut.
by DanGio
Tue Nov 24, 2020 8:38 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 131669

Re: Version 1.1.0

if I select item '1' and place it, then select item '2', will it be replaced on the quickbar? No, you're fine. Personally I had trouble while switching spidertron remotes, I've got several of them in the second shortcut bar. I had learned to simply click without clearing cursor. I just need to lear...
by DanGio
Tue Nov 24, 2020 7:54 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 131669

Re: Version 1.1.0

I preferred the quickbar the way it was. Switching items in my hand now requires and extra keystroke to clear it. Or make it an option, please. I keep overwriting my shortcuts now with stuff I don't want there. very frustrating. people actually click these shortcuts? use the number keys on keyboard...
by DanGio
Fri Nov 13, 2020 11:09 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 100014

Re: Friday Facts #363 - 1.1 is getting close

ok jaws were dropped :)
by DanGio
Fri Nov 06, 2020 4:14 pm
Forum: Not a bug
Topic: [1.0.0] Furnace array apparently deleting items
Replies: 4
Views: 1090

Re: [1.0.0] Furnace array apparently deleting items

Gaps in ore belts are harder to see, but yeah, these belts aren't completely full :) If you want to be sure : - connect a programmable speaker to 1 belt - set the belt to "Read" only & "Hold" value - set an alarm on the speaker with the condition : "iron ore < 8" -(...

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