Search found 1234 matches

by sparr
Sun Oct 18, 2020 7:18 am
Forum: Minor issues
Topic: [1.0.0] Typing while dragging to select in a text field selects newly typed text
Replies: 3
Views: 263

Re: [1.0.0] Typing while dragging to select in a text field selects newly typed text

Without checking all of them, I can confidently say this is not the interaction paradigm in tens of thousands of other gui applications with textboxes and a mouse cursor, not lease being the web browser I'm typing in right now.
by sparr
Sat Oct 03, 2020 6:29 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 11
Views: 768

Re: [1.0.0] more trains fit between signals than the preview shows on c

Why doesn't the internal code use >41 instead of >=42? That's what I still don't understand. What would break or be inaccurate if we did that?
by sparr
Sat Oct 03, 2020 6:20 am
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 11
Views: 768

Re: [1.0.0] more trains fit between signals than the preview shows on c

Thank you for helping explain how the current calculation works. That does not change the fact that the current calculation does not match the relevant game mechanics. Screenshot-2020-10-02-231810.png Notice the green signal. When the train stops in the given position, the block behind it is not occ...
by sparr
Fri Oct 02, 2020 6:22 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 11
Views: 768

Re: [1.0.0] more trains fit between signals than the preview shows on c

The point of this bug report is that the check is faulty. The current implementation of the check reports that a rolling stock will not be entirely inside a rail block when it actually will be. I definitely don't have enough insight into the game code to understand why it's wrong, I can just see in ...
by sparr
Thu Oct 01, 2020 6:31 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 11
Views: 768

Re: [1.0.0] more trains fit between signals than the preview shows on c

I'm not sure why you think this is not a bug. Everything you described about the internal mechanisms doesn't seem to be actually important from a player point of view. Six cars can stop in that block without causing the previous block to turn signals red, and that's what matters to me as someone lay...
by sparr
Sat Sep 19, 2020 5:37 am
Forum: Won't implement
Topic: parameter for Sprite to load graphics at lower resolution
Replies: 2
Views: 146

Re: parameter for Sprite to load graphics at lower resolution

Licensing restrictions prevent me from shipping a scaled down version of the sprites in question.
by sparr
Fri Sep 18, 2020 5:13 pm
Forum: Won't implement
Topic: parameter for Sprite to load graphics at lower resolution
Replies: 2
Views: 146

parameter for Sprite to load graphics at lower resolution

I would like to be able to set a scaling factor for a Sprite (or RotatedSprite) that is applied when the file is loaded rather than at render time. My use case here is to write a small mod that applies to a larger mod and causes that larger mod to load all its graphics at half (or less) resolution, ...
by sparr
Thu Sep 17, 2020 6:44 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 46
Views: 2856

Re: Suggestion to change Whitelist/Blacklist terms

Could we please move the discussion of racism and terrorism to viewforum.php?f=27 ?
by sparr
Mon Sep 14, 2020 9:16 pm
Forum: Ideas and Suggestions
Topic: [Linux] Comply with the XDG directory standard
Replies: 10
Views: 1870

Re: [Linux] Comply with the XDG directory standard

There's some partially outdated info on the wiki that might help with writing a launcher script and doing some directory rearrangement to come closer to compliance: https://wiki.factorio.com/Application_directory#Changing_the_user_data_directory What I think would be possible would be to move ~/.fac...
by sparr
Sun Sep 13, 2020 10:26 pm
Forum: Modding interface requests
Topic: LuaGuiElement for graphs like production/electricity
Replies: 2
Views: 222

LuaGuiElement for graphs like production/electricity

I'd like to be able to present a multi-series line graph in a mod gui, like the built-in graphs for production and electricity. I imagine this would involve a new LuaGuiElement type, and a new method for updating the graph data. data = { foo={5,5,5,7,5,6,6,6,8}, bar={1,2,3,1,2,3,1,2,3}, } graph = so...
by sparr
Sun Sep 13, 2020 5:27 am
Forum: Technical Help
Topic: [1.0.0] Win+Shift+LeftArrow Causes Computer to Lock Up
Replies: 4
Views: 286

Re: [1.0.0] Win+Shift+LeftArrow Causes Computer to Lock Up

While I am sure the Factorio devs will look into this, no program should be able to do that. That it can means there's an OS bug. You should probably report this to MS, too.
by sparr
Sat Sep 12, 2020 9:50 pm
Forum: Ideas and Requests For Mods
Topic: mod idea: big bag / pallets mod
Replies: 3
Views: 195

Re: mod idea: big bag / pallets mod

"crates" is also a good search term
by sparr
Sat Sep 12, 2020 9:23 am
Forum: Ideas and Suggestions
Topic: When selecting new blueprint contents with different size, automatically adjust grid center if obvious
Replies: 0
Views: 120

When selecting new blueprint contents with different size, automatically adjust grid center if obvious

If you make a 30x30 blueprint and put an absolute grid reference point in it, then you replace the blueprint contents with a 40x40 selection, the reference point will still be in the same position relative to the top left (?) corner. I'd like to propose that this behavior change in a few specific si...
by sparr
Fri Sep 11, 2020 6:11 pm
Forum: Ideas and Suggestions
Topic: Remember direction of placed underground belt if cursor stack changed to a different direction'd item after placement
Replies: 3
Views: 152

Re: Remember direction of placed underground belt if cursor stack changed to a different direction'd item after placemen

Screenshot-2020-09-11-110959.png
Screenshot-2020-09-11-110959.png (89.4 KiB) Viewed 112 times
Place the top row first. You don't have to hit R to get everything to go in the same direction.

Then place the bottom row. If you don't hit R, the belts go the opposite direction of the undergrounds.
by sparr
Fri Sep 11, 2020 6:01 pm
Forum: Mod portal Discussion
Topic: Collaboration invitation notification does not clear itself
Replies: 0
Views: 100

Collaboration invitation notification does not clear itself

When I read an unread message the notification goes away.

When I accept a collaboration invitation, the notification stays and I have to manually clear my notifications.

This seems like an oversight.
by sparr
Fri Sep 11, 2020 3:30 am
Forum: Ideas and Suggestions
Topic: Copy/paste settings between different types of entities
Replies: 3
Views: 144

Copy/paste settings between different types of entities

I'd love to be able to copy and paste between entities whose settings could be usefully mapped to each other. For example, a constant combinator and a filter inserter, copying one way would set filters to match the [first 5] signals, the other would set signals (=1?) to match the filters. Things wit...
by sparr
Thu Sep 10, 2020 11:31 pm
Forum: Combinator Creations
Topic: Warehouse Balancer in 6 tiles
Replies: 4
Views: 622

Re: Warehouse Balancer in 6 tiles

My assumption here is that the warehouses usually won't be very much out of balance. If the rest of your factory is appropriately balanced, adjacent containers will only ever be off by a few based on leftovers, rounding, random products, timing, etc. 26/sec is plenty if you're putting 1000/sec into ...
by sparr
Thu Sep 10, 2020 10:22 pm
Forum: Combinator Creations
Topic: Warehouse Balancer in 6 tiles
Replies: 4
Views: 622

Re: Warehouse Balancer in 6 tiles

If you swap the bottom combinator and inserter then you get more flexibility on power pole placement, but it makes the circuit harder to follow visually.
by sparr
Thu Sep 10, 2020 9:53 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] When removing items from a blueprint the re-sort of the list is not stable
Replies: 1
Views: 619

[Rseding91] [1.0.0] When removing items from a blueprint the re-sort of the list is not stable

In the blueprint editor the "Components" section shows how many of each type of entity are in the blueprint. You can right click to omit them from the blueprint, or left click to restore omitted things. When you do this, the list re-sorts so that the highest counts are at the top and lowes...

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