Search found 55 matches

by Justderpingalong
Fri Jan 26, 2024 1:30 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18691

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Can we have parametrized train blueprints ? Like place a train blueprint, pick the iron ore item type, and have an extra iron ore train running ? Having all the trains in a big bag feels really odd to me. This probably does not need anything from this FFF though :thinking_face: Train groups take ca...
by Justderpingalong
Fri Jan 26, 2024 1:25 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18691

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Just had an idea whilst thinking about this: I'm currently playing a Space Exploration playthrough using LTN so whenever I see train stuff I try to imagine 'will this let me do what I do in LTN without needing LTN'? And stumbled upon a particular use case: Many of my trainstops accept multiple diffe...
by Justderpingalong
Fri Jan 26, 2024 12:13 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18691

Re: Friday Facts #395 - Generic interrupts and Train stop priority

The generic item parameter is such an elegant way of simplifying the orders. Though as with the last time you've shown this, there's still 1 issue: Trains are dispatched based on what is available to pick up, not based on what is needed to be dropped off. It'd be cool if we could somehow create some...
by Justderpingalong
Fri Jan 12, 2024 2:25 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 229
Views: 48960

Re: Friday Facts #393 - Putting things on top of other things

Is it just me or should the names for the "stack inserter" and the "bulk inserter" be swapped now? Seeing as how one of them puts stacks of items onto belts, and it's not the stack inserter :P You have a point good sir. A comment I saw several people mention (though am not worri...
by Justderpingalong
Fri Jan 05, 2024 3:10 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 133
Views: 26030

Re: Friday Facts #392 - Parametrised blueprints

Looks great at face value... but I have my doubts. 1. In terms of using this for a constant combinator... I hardly see the point when we have Constant Combinator Groups already available? If anything, I'd like to be able to parameterise my constant combinator to use group X when I place it. 2. Speak...
by Justderpingalong
Fri Dec 29, 2023 2:01 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 11619

Re: Friday Facts #391 - 2023 recap

This post seems to be able to be summed up as 'how to improve modding experience? Hire modders and let them add in their bucketlist'. Seems to be working though.
by Justderpingalong
Sat Dec 23, 2023 9:43 am
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 14794

Re: Friday Facts #390 - Noise expressions 2.0

This was an incredibly technical post and I can understand it's not for everyone: Most people just like to see the new goodies. I myself read it, still don't quite understand it though I got the general idea... But I did want to point out one specific sentence that just... gave me joy. My goal was t...
by Justderpingalong
Fri Dec 15, 2023 1:40 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 151
Views: 27349

Re: Friday Facts #389 - Train control improvements

Oh my god... this one actually had me in tears for a bit. It's so beautiful. You've taken LTN and integrated it better than I could've ever imagined it. The channels are groups, the interrupts are requests/provides... I'm having an INCREDIBLY hard time trying to imagine what more you're going to add...
by Justderpingalong
Fri Dec 08, 2023 1:29 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 26086

Re: Friday Facts #388 - Smaller things for 2.0

Ah yes, the classical 'its working' save. Also... hairspray? Diagnola... diagonal? MHM. But, for the lamps: How hard would it be to allow us to set a lamp's colour based on the integer value of the red/green/blue squares? To aleviate conflicts, lamps could have 2 modes: Either they take the colour w...
by Justderpingalong
Fri Nov 10, 2023 12:26 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 48862

Re: Friday Facts #384 - Combinators 2.0

This is nice and all... but does this FINALLY give us a way to 'sanitize' our inputs? Specific case: I was working on making a station using LTN that would allow me to load multiple types of cargo. The problem is that LTN's station, alongside expected cargo, also dump out a whole bunch of other data...
by Justderpingalong
Fri Oct 20, 2023 11:24 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 44443

Re: Friday Facts #381 - Space Platforms

They really did say 'thou shall not bot base in space' huh. LET THE SPAGHETTI COMMENCE!
by Justderpingalong
Sat Oct 14, 2023 10:47 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 31892

Re: Friday Facts #380 - Remote view

All of this is incredibly nice. But there is one thing I'd love to see being added now that bots can insert equipment grid into spidertrons: Let us blueprint entities with an equipment grid so that if we place the blueprint down, it'll automatically get the items in the equipment grid. This'll allow...
by Justderpingalong
Thu Oct 05, 2023 5:50 am
Forum: General discussion
Topic: Why can't I change username
Replies: 2
Views: 518

Why can't I change username

Picked this one when I was younger... and can't seem to change it...
by Justderpingalong
Thu Oct 05, 2023 5:38 am
Forum: Technical Help
Topic: Unable to change Factorio username!
Replies: 7
Views: 18921

Re: Unable to change Factorio username!

Apologies for the necro, this thread is the top result on Google for "factorio change username", and after emailing support as advised above I was told that the option to change username is now under your profile settings at https://www.factorio.com/profile . Absolute legend. One question...
by Justderpingalong
Fri Sep 22, 2023 5:24 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 51878

Re: Friday Facts #377 - New new rails

This is wonderful... but there is one thing... I do wonder how the hell FARL is going to cope with all of this... that'll probably need to be rewritten entirely. But yes, the new rails look AWESOME and I can't wait to get my hands on them.
by Justderpingalong
Sun Sep 03, 2023 11:07 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 207
Views: 44451

Re: Friday Facts #374 - Smarter robots

Regarding the logistic requests, I'm wondering: Let's say you are in steady state, 100 logistics bots requested, 100 present. Then 50 robots leave to do something. Does the system immediately send 50 new robots? When the original are done, if they go back to the same place, do you have 150 now? Pre...
by Justderpingalong
Tue Jan 26, 2021 12:43 pm
Forum: Ideas and Suggestions
Topic: Hotbar Quickcrafting
Replies: 42
Views: 12605

Re: Hotbar Quickcrafting

Well here's a thought, might not be the nicest way of implementing it but it would get the job done: In settings, replace the 'pick ghost item if no items are available' checkbox with a little dropdown menu, with options as follows: If no items are available when selecting item from hotbar or via pi...
by Justderpingalong
Sun Dec 17, 2017 8:43 am
Forum: Not a bug
Topic: [Kovarex] [0.16.3] Toggle Lua Console issues MR
Replies: 10
Views: 3111

Re: [Kovarex] [0.16.3] Toggle Lua Console shenanigans!

Just went into a game to test, and yes, ENTER will close the Lua Console even when it's empty. So I suggest to either allow players to choose whether the open Lua Console button will open it or toggle it, or just revert it back to what it was, which was SLASH opens, ENTER closes.
by Justderpingalong
Sat Dec 16, 2017 8:48 pm
Forum: Not a bug
Topic: [Kovarex] [0.16.3] Toggle Lua Console issues MR
Replies: 10
Views: 3111

Re: [Kovarex] [0.16.3] Toggle Lua Console shenanigans!

Well, ENTER closes the console, and I believe the button used to toggle used to only open the console. I believe it closes without a message aswell, will test tomorrow as my computer doesn't want to open factorio at the moment, it's kind of old...
by Justderpingalong
Sat Dec 16, 2017 8:23 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.0] Unable to select entities after alt-tab (caused by overwolf)
Replies: 16
Views: 5814

Re: [16.0] Unable to select entities after alt-tab (caused by overwolf)

Overwolf isn't the only culprit. I had the exact same problem, but for me it was Bandicam that was causing issues. I suspect any program that influences Factorio in any way causes this to happen.

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