Search found 1229 matches

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: 72

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: 72

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Forum: Outdated/Not implemented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: 2003

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: 1637

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There's some partially outdated info on the wiki that might help with writing a launcher script and doing some directory rearrangement to come closer to compliance: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: 0
Views: 34

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: 205

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: 82

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: 47

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: 81

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 41 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: 45

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: 92

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: 284

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: 284

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 for the next release
Topic: [Rseding91] [1.0.0] When removing items from a blueprint the re-sort of the list is not stable
Replies: 1
Views: 147

[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 lowest at the b...
by sparr
Thu Sep 10, 2020 8:52 pm
Forum: Ideas and Suggestions
Topic: Hold "R" and mouseover many entities to rotate them all
Replies: 2
Views: 70

Re: Hold "R" and mouseover many entities to rotate them all

That's also what I do, except it doesn't work with modded entities that have on_built scripts that aren't compatible with /editor :(
by sparr
Thu Sep 10, 2020 7:52 pm
Forum: Ideas and Suggestions
Topic: Hold "R" and mouseover many entities to rotate them all
Replies: 2
Views: 70

Hold "R" and mouseover many entities to rotate them all

I'd love to be able to rotate a whole row of things by just dragging the mouse across them instead of having to pause and hit R on each one.
by sparr
Thu Sep 10, 2020 7:40 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: 81

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

If I place something pointing south (belt, inserter, etc) then switch to another item for placement my cursor still has the new item pointing south. So far so good, and this is expected in almost every case. Where I would propose a sole exception is for underground belts. If my cursor is directed so...
by sparr
Thu Sep 10, 2020 6:50 pm
Forum: Technical Help
Topic: [1.0.0] [linux] Crash during autosave shortly after steam coredump
Replies: 1
Views: 104

[1.0.0] [linux] Crash during autosave shortly after steam coredump

The last line in my factorio-current.log is "Info AppManager.cpp:298: Saving to _autosave1 (blocking)." with nothing in the minute prior. The _autosave1.zip file was not touched, its timestamp is still 15 minutes in the past. About two minutes earlier, steam crashed with the below stack trace in a c...
by sparr
Thu Sep 10, 2020 5:02 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 26
Views: 4963

Re: Circuit network connections for splitters

I, too, want this, but this would make me even more annoyed that filter splitters aren't locked behind filter inserter technology. Ever since splitter settings were introduced I have thought they were available too early and made early game base layout much simpler than it should be and was before t...

Go to advanced search