Search found 203 matches

by Hexicube
Tue Jan 09, 2024 11:23 am
Forum: Ideas and Suggestions
Topic: Electric mining drill circuit output 1 count option
Replies: 1
Views: 227

Electric mining drill circuit output 1 count option

Electric mining drills have a circuit output that counts ore below the drill and ore on the entire field, but to get the number of mining drills that have ore beneath them you would need to connect every mining drill to a comparator separately and use output 1 each. An option on the mining drills th...
by Hexicube
Sun Dec 31, 2023 2:06 am
Forum: Not a bug
Topic: [1.1.100] Train pumps do not respect fluid system restrictions
Replies: 2
Views: 439

[1.1.100] Train pumps do not respect fluid system restrictions

I know that there's been a general surrender when it comes to ensuring fluid systems are strictly one-fluid, but in the case of train unloading it's particularly easy for this to happen to the point where I think a new player could come across this. Having to use circuits to solve this problem or be...
by Hexicube
Tue Nov 02, 2021 8:43 pm
Forum: Ideas and Suggestions
Topic: Allow mousing over ore fields on the minimap for info
Replies: 0
Views: 551

Allow mousing over ore fields on the minimap for info

I just tried to check on how much ore was in a uranium field in the minimap, which would be a great convenience factor if it worked, especially if the tooltip for it (as well as on the main map) showed any unique stats (uranium has 200% time and requires acid).
by Hexicube
Wed Sep 22, 2021 3:45 pm
Forum: Releases
Topic: Version 1.1.40
Replies: 38
Views: 23709

Re: Version 1.1.40

Glad to see this finally added, but I have some questions about it: Will there be an option to opt-in but not auto-ban, and instead notify admins? What about to only allow the player to connect if an admin is present to be notified? If a player is auto-banned and an admin then unbans that player, bu...
by Hexicube
Wed Nov 25, 2020 5:06 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 48570

Re: Version 1.1.1

Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there woul...
by Hexicube
Thu Nov 19, 2020 4:49 pm
Forum: Ideas and Suggestions
Topic: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
Replies: 4
Views: 1651

Re: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory

I like the base of this idea, which is, that you can put some kind of information into the hot bar. I’m not sure if it should be the shields in that form. We need to play around with this idea a bit more. :) The idea was to have anything combat-relevant there, which would be those three things. May...
by Hexicube
Thu Nov 19, 2020 12:13 am
Forum: Ideas and Suggestions
Topic: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
Replies: 4
Views: 1651

Health/Shield/Battery bars above quick bars or character/vehicle quick inventory

Some of the sneak peeks at 1.1 show more graphically pleasing UI for the battery indicators, but there isn't any sign of changed health/shield bars. In 1.0 they're pretty ugly, not stylised to match the rest of the UI. Mockup of proposal: https://media.discordapp.net/attachments/603392474458882065/7...
by Hexicube
Fri Sep 18, 2020 10:22 pm
Forum: Not a bug
Topic: [1.0.0] Various military techs do not depend on appropriate science pack techs
Replies: 1
Views: 613

[1.0.0] Various military techs do not depend on appropriate science pack techs

Various military techs with several tiers do not have the tier introducing a new pack requirement depending on the tech that unlocks that pack. Typically happens on tiers 2/3/5/6. Applies to: - Weapon shooting speed - Physical projectile damage - Refined flammables - Stronger explosives - Laser turr...
by Hexicube
Wed Aug 19, 2020 7:51 pm
Forum: Duplicates
Topic: [1.0.0] Extremely difficult to set absolute grid reference on large blueprints so they line up correctly
Replies: 5
Views: 2217

Re: [1.0.0] Extremely difficult to set absolute grid reference on large blueprints so they line up correctly

Shower thought: What if you could set the reference point in-world by simply placing the blueprint, which would be particularly useful for blueprints that are designed to tile nicely with related blueprints already aligned in-world to some arbitrary point. It could also have some way to specify that...
by Hexicube
Fri Jul 26, 2019 10:34 am
Forum: Modding interface requests
Topic: LuaGUIElement (textfield): Placeholder text
Replies: 1
Views: 781

LuaGUIElement (textfield): Placeholder text

It would be nice to have the ability to add placeholder text on text fields, similar to the search bar on this forum having "Search...".
by Hexicube
Thu Jul 25, 2019 4:01 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 202143

Re: Friday Facts #304 - Small bugs; Big changes

Why is the inserter chasing items pointlessly at all? Why can't the inserter compute the time and location where it would catch up to the item and see that the location is outside of its reach. It can then go for the next item right from the start. Imagine two inserters on different power networks ...
by Hexicube
Fri Apr 12, 2019 6:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Usability issues with game.tick_paused
Replies: 4
Views: 2714

Re: [0.17.4] Usability issues with game.tick_paused

Thanks for the report. The fix so most of these is to prevent them from working at all in the paused state - since while paused non-map-editor players are not meant to be able to do anything except talk, switch to/from the editor, or disconnect. If that's the plan, would it be possible to get a new...
by Hexicube
Thu Apr 04, 2019 7:57 pm
Forum: Minor issues
Topic: [0.17.25] tick_paused causes the inventory to not show when setting recipes
Replies: 1
Views: 859

[0.17.25] tick_paused causes the inventory to not show when setting recipes

If you have an assembler open on a recipe, and you change the recipe, you get this: https://i.imgur.com/wBw44xZ.png However, if you set the recipe with game.tick_paused=true, you get this: https://i.imgur.com/d5kbkAS.png The behaviour is 100% consistent, you always get the first result normally and ...
by Hexicube
Sun Mar 17, 2019 5:50 pm
Forum: Ideas and Suggestions
Topic: [0.17] Global hotbars - Decouple hotbars from specific saves
Replies: 1
Views: 1323

[0.17] Global hotbars - Decouple hotbars from specific saves

The new hotbar has a couple of downsides: - Filters have to be set straight away on a new save or you end up checking your inventory (burner mining, stone furnace, etc.) - Filters do not carry over between saves, making it harder to remember what you put where Both of these would be solved with a gl...
by Hexicube
Sat Mar 02, 2019 1:26 pm
Forum: Minor issues
Topic: [0.17.4] Hand cursor prevents depositing some items back after picking up the stack
Replies: 0
Views: 551

[0.17.4] Hand cursor prevents depositing some items back after picking up the stack

If you want to deposit more than half a stack of items, you would normally take the entire stack and right-click to place some back. However, this is prevented by the hand cursor slot system. This is most noticeable on weapon ammo slots, as you would otherwise need a full inventory. If I have 25 amm...
by Hexicube
Sat Mar 02, 2019 1:10 pm
Forum: Not a bug
Topic: [0.17.4] Inserter stack size techs missing science pack dependencies
Replies: 1
Views: 647

[0.17.4] Inserter stack size techs missing science pack dependencies

Stack size 3 is missing chemical science as a dependency.
Stack size 4 is missing production science.
Stack size 7 is missing utility science.

Image
by Hexicube
Fri Mar 01, 2019 8:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Usability issues with game.tick_paused
Replies: 4
Views: 2714

[0.17.4] Usability issues with game.tick_paused

The new tick_paused option is great, but for the purposes of creating TAS runs, it has a few issues when active (with ticks_to_run set to 0): - The god controller cannot move normally (can still move via zoom in/out) - Entities cannot be opened, but can be closed; this includes the player's own inve...
by Hexicube
Thu Feb 28, 2019 1:46 pm
Forum: Ideas and Suggestions
Topic: [0.17.2] Re-add the pickaxe slot, but purely for showing your mining speed.
Replies: 3
Views: 1154

[0.17.2] Re-add the pickaxe slot, but purely for showing your mining speed.

Right now there's no way to check what your current mining speed is, without directly measuring the time it takes to mine basic ores (1/s at base, 2/s with steel). The pickaxe slot could be re-added with the relevant 0.16 tool shown as in that slot, and mousing over it could show your mining speed (...
by Hexicube
Wed Jan 30, 2019 12:36 pm
Forum: Ideas and Suggestions
Topic: Logistic Science only Technologies
Replies: 3
Views: 1397

Re: Logistic Science only Technologies

What happens late-game when you only have infinite tech left? Do you maintain it as-is, and have this weird state where some tech in the middle arbitrarily excludes the first two packs? Do you not use the first two packs, making that part of the base effectively useless? Do you make it vary by recip...
by Hexicube
Wed Jan 30, 2019 12:31 pm
Forum: Ideas and Suggestions
Topic: Advanced Nuclear fuel reprocessing
Replies: 17
Views: 3966

Re: Advanced Nuclear fuel reprocessing

It should be possible to implement this as a mod, as the recipes themselves are pretty simple and the only real addition is plutonium as a pure intermediate item. Based on a search for "enrichment", this actually seems to be a convenient hole in the market if you want to capitalise on it. ...

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