It's modern music. Old skool music didn't do it that way.darkfrei wrote:It's music!By changing the zoom rate from 1.1, to the 7th root of 2 (1.104089...), the zoom now increments perfectly from 1.0 to 2.0 in 7 steps.
http://pages.mtu.edu/~suits/notefreqs.html
Search found 1100 matches
- Sat Aug 19, 2017 1:17 am
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40082
Re: Friday Facts #204 - Another day, another optimisation
- Sat Aug 19, 2017 1:16 am
- Forum: Ideas and Suggestions
- Topic: Add a progress bar for "Check for updates" under mods
- Replies: 9
- Views: 3614
Re: Add a progress bar for "Check for updates" under mods
Also that it more clearly indicates when the operation is finished.torne wrote:It would still be helpful if the UI indicated that an operation was in progress though - just a dialog saying "Checking..." or something would be enough
- Fri Aug 18, 2017 12:55 am
- Forum: Ideas and Suggestions
- Topic: Add a progress bar for "Check for updates" under mods
- Replies: 9
- Views: 3614
Re: Add a progress bar for "Check for updates" under mods
No one else likes my suggestion?
- Mon Aug 14, 2017 12:18 am
- Forum: Ideas and Suggestions
- Topic: Add a progress bar for "Check for updates" under mods
- Replies: 9
- Views: 3614
Re: Add a progress bar for "Check for updates" under mods
Heck, taie it one step further, and also add a button to automate the entire process: "Click here to check for mods. If any are found, your program will automatically update and then re-start."
I can then click that button, and go AFK, come back 5 minutes later, ready to play.
I can then click that button, and go AFK, come back 5 minutes later, ready to play.
- Mon Aug 14, 2017 12:16 am
- Forum: Ideas and Suggestions
- Topic: Add a progress bar for "Check for updates" under mods
- Replies: 9
- Views: 3614
Add a progress bar for "Check for updates" under mods
As it is now, I click the button, and then Factorio freezes. For a number of seconds. An unknown number of seconds. Might be 3. Might be 30. Or 50. I get no information about the progress of this process. When it's finished, I get no formal notification whatsoever. I have to manually notice that the...
- Sat Jun 24, 2017 2:55 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 49928
Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause
What I'd really like is a variant of this mod, that isn't based on the Tool Belt, but instead auto-crafts certain Intermediate items whenever they fall below a certain threshold value. Say, 100 Electric Circuits, 100 Pipe, 200 Gear Wheel, and nothing else. Especially for the early game. Even in the ...
- Tue Jun 20, 2017 11:26 pm
- Forum: Technical Help
- Topic: How do I do mod portal password reste?
- Replies: 2
- Views: 1495
Re: How do I do mod portal password reste?
From what I understand, it uses single signon with the website login system, so you reset your password through there (here: https://www.factorio.com/request-password-reset). It worked, thanks! Using just that one link, I was able to my account, which is the same both for these Forums (where the sy...
- Sun Jun 11, 2017 8:31 am
- Forum: General discussion
- Topic: too lazy to explore
- Replies: 21
- Views: 9603
Re: too lazy to explore
Yes. This mod actually feels balanced to use. You have to research improvements step by step, and each improvement makes the Radars consume more power.BLuehasia wrote:get mods like big brother mod
- Wed Jun 07, 2017 1:22 pm
- Forum: Mods
- Topic: [MOD 0.15] Bluebuild rewritten
- Replies: 26
- Views: 11069
Re: [MOD 0.15] Bluebuild rewritten
Great mod. I just used it for the first time today and I'm hooked. Is there a way to get a list of ghosts missing items, like with bots? It's hard sometimes to know which items I'm missing in my inventory when plopping down big (or several small) blueprints. Some kind of "missing item" al...
- Fri May 26, 2017 8:01 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Agent Orange
- Replies: 41
- Views: 38365
Re: [MOD 0.15.x] Agent Orange
Agent Orange capsules (and Flare Grenades) are working fine now, after the 2nd patch today.
- Fri May 26, 2017 4:58 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Agent Orange
- Replies: 41
- Views: 38365
Re: [MOD 0.15.x] Agent Orange
That sounds amazingly plausible!orzelek wrote:Please wait for 0.15.15 that should be in progress now.
Poison capsules crash game now so argent one would be the same I think.
- Fri May 26, 2017 4:18 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Agent Orange
- Replies: 41
- Views: 38365
Re: [MOD 0.15.x] Agent Orange
I've just verified that the problem is Agent Orange, rather than a conflict between it and some other mod, or a random glitch from another mod that just happend to coincide, twice, with me throwing a capsule. I disabled all mods, except Agent Orange, your Flares mod, and a personal mod I've made tha...
- Fri May 26, 2017 4:06 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Agent Orange
- Replies: 41
- Views: 38365
Re: [MOD 0.15.x] Agent Orange
After updating to 0.15.14, I get a crash whenever I throw an Agent Orange. Happened to me twice, within minutes. First time I threw a few capsules, so I thought maybe the crash was due to something happening when the Agent Orange effect ends, but 2nd time around, the crash happened much sooner, afte...
- Sat May 20, 2017 3:53 pm
- Forum: Gameplay Help
- Topic: Destroying Blueprint Books and Blueprints (Blueprints Tab)
- Replies: 3
- Views: 2407
Re: Destroying Blueprint Books and Blueprints (Blueprints Tab)
Sorry if this has been addressed before or if it's a known bug, but I'd like to learn how to destroy blueprints and blueprint books under "My Blueprints" in the 0.15 Blueprint Tab. I can add them in, but cannot overwrite existing ones or remove them from the list. I also cannot edit them ...
- Sat May 20, 2017 3:33 pm
- Forum: Technical Help
- Topic: How do I do mod portal password reste?
- Replies: 2
- Views: 1495
How do I do mod portal password reste?
I can't seem to find where to do a Mod Portal password reset/request.
My forum login works fine, and I use Steam to update the game, it's just my Mod Portal login that is giving me trouble.
How? Why?
My forum login works fine, and I use Steam to update the game, it's just my Mod Portal login that is giving me trouble.
How? Why?
- Fri May 19, 2017 10:38 pm
- Forum: Mods
- Topic: [0.15] Reactor Interface
- Replies: 13
- Views: 5632
Re: [0.15 Reactor Interface
Very nice! I'm quite surprised this was not a vanilla feature to begin with! Me too. I just took for absolute granted that once I progressed to the Fission Era of Tech, I'd be able to wire up my Reactors. However, the OP talks about the potential for using wires to shut down or pause fission, and I...
- Fri May 19, 2017 10:34 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 98319
Re: [MOD 0.14.x] Bottleneck
I will add an option to set ok to off :) Please do. The whole "no green lights, only show light if there's a problem" was a feature I didn't know I wanted. Sounds like a good option. I wonder whether it should be also be optional to show yellow lights, since it's really only red lights th...
- Fri May 19, 2017 10:31 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 151673
Re: Friday Facts #191 - Gui improvements
When I craft a nuclear reactor (or a anything that I build not so often ), having it auto placed in the tool bar is very convenient. I don't have to open the full inventory to quickly place it. Also, I don't want to waste a slot in the bar by locking it to such a rare building. Someone suggested an...
- Fri May 19, 2017 10:24 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 151673
Re: Friday Facts #191 - Gui improvements
These are all really fantastic. As for F1 etc on laptops, people can rebind if desired. Sure, but more and more people play on laptops these days, and Factorio's default keybindings should be such that the game is immediately playable. Notice for instance how all the important keys are close to the...
- Fri May 19, 2017 10:20 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 151673
Re: Friday Facts #191 - Gui improvements
I'm all in favour of this proposed change. But. 1. I think there should be 2x12 hotkeys, instead of only 2x10. 1b. Currently, the toolbar slots are accessed via the keys 1 - 5 and Shift 1 - 5 , but I've always re-arranged these to be accessed via 1 - 0 . The 2 extra slots would be accessed via the k...