Search found 73 matches

by danbopes
Tue Nov 19, 2024 10:57 pm
Forum: Not a bug
Topic: [2.0.15] Space Age - 2x Pentapod egg recipe icon unavailable
Replies: 3
Views: 171

Re: [2.0.15] Space Age - 2x Pentapod egg recipe icon unavailable

Genhis wrote: ↑Tue Nov 19, 2024 8:24 pm Thanks for the report, this is not a bug. We used to get reports about players confusing the two icons in inserter filters.
If this is the case, why weren't the molten iron/copper icons also changed in a similar way (There are a few bug reports on those too)
by danbopes
Tue Nov 19, 2024 10:48 pm
Forum: Show your Creations
Topic: New level of pure bot abuse in Space Age
Replies: 4
Views: 234

Re: New level of pure bot abuse in Space Age

♻️ Recycle those bots with some quality modules to get some nice upgraded parts :P
by danbopes
Mon Nov 18, 2024 2:37 am
Forum: Duplicates
Topic: [2.0.19] Inserter even when set to "Spoiled first" ignore first item on the belt
Replies: 4
Views: 167

Re: [2.0.19] Inserter even when set to "Spoiled first" ignore first item on the belt

I encountered this too. My inserter kept grabbing up the belt and there were always a few stragglers that ended up getting spoiled.

I believe that inserters should also obey spoilage on belts.
by danbopes
Sun Nov 17, 2024 5:55 pm
Forum: Duplicates
Topic: [kovarex] [2.0.17] Changing quality should not reset planet import
Replies: 2
Views: 190

Re: [kovarex] [2.0.17] Changing quality should not reset planet import

Loewchen wrote: ↑Sat Nov 16, 2024 8:38 pm Duplicate of 120354.
You can just delete this or move to duplicates.
by danbopes
Fri Nov 15, 2024 12:56 am
Forum: Bug Reports
Topic: [2.0.15] Disabled inserters holding item will still insert into train car
Replies: 13
Views: 340

Re: [2.0.15] Disabled inserters holding item will still insert into train car

https://forums.factorio.com/viewtopic.php?f=11&t=49170 Not necessarily a bug. Inserters finish dropping what they are holding when disabled. But seeing this use case I believe it is better to have them keep the item in hand if disabled. This change will break some contraptions, but let me know ...
by danbopes
Fri Nov 15, 2024 12:46 am
Forum: This Forum
Topic: Filter Inserter Rank is outdated
Replies: 3
Views: 169

Filter Inserter Rank is outdated

Maybe a freshup of the forum ranks, for the space-age update?
by danbopes
Thu Nov 14, 2024 10:16 pm
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 32
Views: 1586

Re: Quality options for chests and trains

My biggest gripe is none of this is configurable. Mod creators can't edit the quality options at all. They're all hard-coded. I don't understand how at this point they don't realize that mod developers want access to this stuff. Optimization and moddability are usually in opposition, and Factorio i...
by danbopes
Thu Nov 14, 2024 10:08 pm
Forum: Duplicates
Topic: decider does not process molten copper correctly (resolved)
Replies: 4
Views: 165

Re: decider does not process molten copper correctly

I think you got the recipe and not the actual fluid. Make sure you're using the molten signals on the fluid tab.

I encountered this issue too. Maybe a way to differentiate the icons better?
by danbopes
Thu Nov 14, 2024 10:06 pm
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 32
Views: 1586

Re: Quality options for chests and trains

wlkrd1 wrote: ↑Thu Nov 14, 2024 6:10 pm They implemented this in 2.0.18
β€’ [space-age] Container sizes increase with quality.
121457
Partially* implemented.
by danbopes
Thu Nov 14, 2024 10:05 pm
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 32
Views: 1586

Re: Quality options for chests and trains

My biggest gripe is none of this is configurable. Mod creators can't edit the quality options at all. They're all hard-coded. I don't understand how at this point they don't realize that mod developers want access to this stuff.
by danbopes
Thu Nov 14, 2024 6:48 am
Forum: Modding interface requests
Topic: [2.0.14] Add more ways for quality to affect items
Replies: 15
Views: 574

Re: [2.0.14] Add more ways for quality to affect items

+1. I think mods should be able to customize qualities of existing items as well as custom buildables
by danbopes
Thu Nov 14, 2024 6:05 am
Forum: Ideas and Suggestions
Topic: Ice platform needs a shorter crafting time.
Replies: 1
Views: 151

Re: Ice platform needs a shorter crafting time.

Have you played Sea Block!?
by danbopes
Thu Nov 14, 2024 5:35 am
Forum: Duplicates
Topic: [kovarex] [2.0.17] Changing quality should not reset planet import
Replies: 2
Views: 190

[kovarex] [2.0.17] Changing quality should not reset planet import

When on a space platform, and you're choosing a planet to import, changing the quality of an item should not reset the planet of import. Steps to Reproduce: On a space platform add a request Choose Recycler From the planet dropdown, change from Fulgora => Nauvis Click Uncommon Quality Button Expecte...
by danbopes
Wed Nov 13, 2024 9:29 am
Forum: Ideas and Suggestions
Topic: Add 'Asteroids Caught/Collected' Stat to Collector GUI
Replies: 0
Views: 85

Add 'Asteroids Caught/Collected' Stat to Collector GUI

TL;DR Just like assemblers have a "Products Finished" stat, it would be useful to show the total count of asteroids each collector has caught in the GUI. What? Add a simple stat to the asteroid collector's GUI that shows the total number of asteroids caught, similar to the "Products ...
by danbopes
Wed Nov 13, 2024 1:24 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 19
Views: 981

Re: Gleba early game should be made easier significantly

1. Early game enemies are shockingly easy to kill on gleba. Watching YamaKara in YouTube, he singlehandedly destroyed nests and enemies with 2 personal laser defenses. 2/3. Spoilage is the whole point of gleba. The tutorials try to give you a deep dive into what's to be expected, and if you make it ...
by danbopes
Mon Nov 11, 2024 5:09 pm
Forum: Won't implement
Topic: Move GUI interfaces from C++ to Lua
Replies: 11
Views: 395

Re: Move GUI interfaces from C++ to Lua

I’m comfortable saying this will never happen. I understand this was quite a broad request, but the implications if this could be implemented would be enormous. Coming from World of Warcraft, and trying to dive into Factorio lua, I just straight up threw my hands in the air and said F this to the w...
by danbopes
Mon Nov 11, 2024 5:04 pm
Forum: Won't implement
Topic: Move GUI interfaces from C++ to Lua
Replies: 11
Views: 395

Re: Move GUI interfaces from C++ to Lua

This leads modders to the "Nuclear Option": completely replacing a vanilla interface just to add something small, like a button. That's why anchored frames exist. Anchored frames are a kludgy workaround. The frame appears disjointed, and even if styled right, still has to appear outside t...
by danbopes
Mon Nov 11, 2024 1:35 pm
Forum: Won't implement
Topic: Move GUI interfaces from C++ to Lua
Replies: 11
Views: 395

Re: Move GUI interfaces from C++ to Lua

Uh, this is one of the broadest scope suggestion i have ever seen and i can already tell you noone is going to do this. Guis inherently have to not be part of game state as multiple things in gui are part of latency hiding and a lot of it needs to send input actions, generate tooltips based on curs...

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