Search found 79 matches

by BrainlessTeddy
Fri Sep 22, 2023 6:11 pm
Forum: Modding help
Topic: Modded settings being interchanged between mods.
Replies: 7
Views: 639

Re: [1.1.91] Modded settings being interchanged between mods.

FuryoftheStars wrote: ↑
Fri Sep 22, 2023 7:33 am
Yes, because you have the ability to mod other mods' settings this way. :D
Ohhh, so that's what settings-update.lua and settings-final-fixes is for, yeah? Can you hide settings from the player and change other mod's settings in the background?
by BrainlessTeddy
Fri Sep 22, 2023 1:23 am
Forum: Modding help
Topic: Modded settings being interchanged between mods.
Replies: 7
Views: 639

Re: [1.1.91] Modded settings being interchanged between mods.

Rseding91 wrote: ↑
Fri Sep 22, 2023 1:20 am
Thanks for the report however that's how settings work; every mod has to make their setting names unique unless they want to clobber each others settings. It's the same as data stage prototypes.
Alright thanks. So that's why so many mods have their name in each setting name.
by BrainlessTeddy
Fri Sep 22, 2023 1:06 am
Forum: Modding help
Topic: Modded settings being interchanged between mods.
Replies: 7
Views: 639

Modded settings being interchanged between mods.

I made two very similar mods regarding the main menu: Selector for Main Menu Simulations and Selector for SE Menu Simulations . I basicly copied most of the code of 'data.lua' and 'settings.lua' from the first over to the second mod. I ended up with the setting 'disable_all_other' being in both mods...
by BrainlessTeddy
Sat Sep 16, 2023 11:18 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 365
Views: 59308

Re: Friday Facts #376 - Research and Technology

But don't just slap it (quality system) on existing stuff and call it a day. Maybe you need like super processing units which have a failure rate or something. What you have shown us up to this point feels like you are focusing on making the current game just longer. More sciences (that's what the ...
by BrainlessTeddy
Sat Sep 16, 2023 10:07 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 365
Views: 59308

Re: Friday Facts #376 - Research and Technology

But the "downside" of involving the community into the development process is that the community is to a certain extend part of the development team. So if the team faces serious backlash when introducing a feature even if it's entirely optional, well you invited the community into the de...
by BrainlessTeddy
Sat Sep 09, 2023 8:04 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 134341

Re: Friday Facts #375 - Quality

Man, what a difference a community makes. XD I've read through the responses on Steam, and here and in the forums, and it's crazy how night and day it is. Here on the forums it's mostly "This is interesting", "Here's how I think this could be improved", "I'm not excited abo...
by BrainlessTeddy
Sat Sep 09, 2023 7:43 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 134341

Re: Friday Facts #375 - Quality

Yeah but no the "it's optional" argument doesn't really work. I dislike many modern games because of season/battle passes, cosmetics, loot boxes etc. even tho I have barely bought anything in game. So yes they are optional but they can still ruin a game and the experience. Of course the d...
by BrainlessTeddy
Fri Sep 08, 2023 11:03 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 134341

Re: Friday Facts #375 - Quality

Disliking something is not bigotry nor hate, it's very simple: I will not buy what I don't like. No hate or anything deep. If you are annoyed by a different opinion then feel free to ignore it. If I want such a system I can just play elder scrolls online or borderlands and enjoy my legendary equipm...
by BrainlessTeddy
Fri Sep 08, 2023 10:46 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 134341

Re: Friday Facts #375 - Quality

Not a fan. Sorry. Factorio largely centers around consistency, particularly for blueprints. I'm already having nightmares of accidentally capturing a "legendary power pole" in my design only to later realize the design will not work with normal power poles. The entire point is that higher...
by BrainlessTeddy
Fri Sep 08, 2023 10:32 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 134341

Re: Friday Facts #375 - Quality

Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
by BrainlessTeddy
Fri Aug 25, 2023 9:11 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 72631

Re: Friday Facts #373 - Factorio: Space Age

Oh the way the water flows through the engine presumably to cool it makes me think they are finally going to use the temperature variable on fluids.
by BrainlessTeddy
Fri Feb 04, 2022 2:33 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 129795

Re: Friday Facts #367 - Expansion news

I am really excited but unfortunately there's a chance you'll launch the expansion when I'm on a work and travel trip around the world. But I didn't really get the expansion / expansion mod thing. The expansion will be update 1.2 with qol and other improvements. The expansion mod is what you pay for...
by BrainlessTeddy
Sun Dec 12, 2021 10:15 pm
Forum: Ideas and Suggestions
Topic: wanted: keyboard shortcut to toggle train manual/automatic
Replies: 21
Views: 10472

How about a shortcut for switching the train driving mode from manual to automatic.

It's not a big issue but also not that difficult to implement. Just don't have a vanilla assignment to not fuck up someones costum controls I guess. The reason why I'd like that. Because it would make placing and turning large numbers of trains on (switching to automatic) much easier. Also you would...
by BrainlessTeddy
Mon Nov 29, 2021 6:39 pm
Forum: Resolved Problems and Bugs
Topic: [GFX] [1.1.48] Boiler and heat exchanger have incorrect pipe graphic
Replies: 1
Views: 6380

[GFX] [1.1.48] Boiler and heat exchanger have incorrect pipe graphic

Boiler and Heat exchanger.png
Boiler and Heat exchanger.png (1020.01 KiB) Viewed 6372 times
The pipe going upwards on some of these sprites is not looking like its supposed to. It's only on these two items. I've checked most other items.
by BrainlessTeddy
Mon Nov 29, 2021 6:02 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.48] Mini research bar not always showing.
Replies: 1
Views: 2246

[1.1.48] Mini research bar not always showing.

When in the research window there is this small research bar over every technology you can research that shows how far you've gotten on that specific tech. But that doesn't load or show up for the tech being researched at the moment or when you change the tech. Not sure if that is a bug or not worth...
by BrainlessTeddy
Fri Sep 24, 2021 4:53 pm
Forum: Duplicates
Topic: [1.1.41] Transparent underground belts
Replies: 1
Views: 987

[1.1.41] Transparent underground belts

Underground belts are slightly transparent. I didn't test it with every item but it is the case with nuclear fuel and uranium rounds magazines. Maybe it has to do with the glow of these items. The transparant effect is also better visible at night. Transparent Undergrounds.png Transparent Undergroun...
by BrainlessTeddy
Mon Jul 26, 2021 11:29 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 572
Views: 297058

Re: Thank you (Make the dev-team happy today!)

Thank you Wube Software for this awesome game I keep getting back to. It's just super satisfying to play this game, optimised to the last line of code. It's the best sandbox or rather toolbox I've bought.
by BrainlessTeddy
Fri Jun 25, 2021 8:49 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 91197

Re: Friday Facts #339 - Beacon HR + Redesign process

That is right it is old, but sometimes you need to give something a test of time. Large bases with the redesigned beacon look particularly ugly. Bases which use mods built before this redesign look even worse (for example krastorio). Many new players did not even see the original beacon so they hav...
by BrainlessTeddy
Fri Jun 25, 2021 7:03 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 91197

Re: Friday Facts #339 - Beacon HR + Redesign process

This new beacon design is the ugliest thing ever in factorio. I am not sure how anyone likes it compared to the classic beacon. The old beacon was creating a sense of dynamic with rotating tops and colors were matching. It was creating sense of volume for the entire factory. The new beacon does not...
by BrainlessTeddy
Mon Nov 23, 2020 9:39 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 132082

Re: Version 1.1.0

blazespinnaker wrote: ↑
Mon Nov 23, 2020 9:34 pm
Hmm, how to update via steam?
Here's how.

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