Search found 2119 matches

by Qon
Sun Apr 14, 2024 6:28 pm
Forum: Technical Help
Topic: playing multiplayer on same account
Replies: 8
Views: 557

Re: playing multiplayer on same account

... If OP wants to pirate the game that is up to him, no one really cares, neither me nor Wube I think. But it is against the terms so it's a bit weird to publically instruct on how to pirate the game on the official forums. The DRM-less game client and the extra keys (for the singular license) and...
by Qon
Sat Apr 13, 2024 6:56 am
Forum: Modding interface requests
Topic: make more entity prototypes support rotation
Replies: 27
Views: 3629

Re: make more entity prototypes support rotation

I'm just sometimes amazed at some of the problems when they are well known programming issues with established solutions. It triggers the "I've learned about how not do this and that sounds exactly how this was done" syndrom. Well, do you think Rseding91 doesn't know or considered and rej...
by Qon
Wed Apr 10, 2024 8:36 pm
Forum: Ideas and Suggestions
Topic: Let construction robots place items that were just deconstructed nearby
Replies: 16
Views: 645

Re: Let construction robots place items that were just deconstructed nearby

I was thinking something like "flag marked for deconstruction items as stored within the logistic network, as if they were in a virtual container with just the item". Like that, a bot assigned a construction job could be sent to that particular "marked for deconstruction" item i...
by Qon
Wed Apr 10, 2024 6:31 pm
Forum: Ideas and Suggestions
Topic: Let construction robots place items that were just deconstructed nearby
Replies: 16
Views: 645

Re: Let construction robots place items that were just deconstructed nearby

If when placing a blueprint, instead of just provider and buffer chests being queried for available items, bots in the air on their way to dump their inventory were also queried within a smaller distance than the found item. And with some max radius to speed up the bot search as well. And bots that ...
by Qon
Tue Apr 09, 2024 7:14 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 15859

Re: Friday Facts #403 - Train stops 2.0

sure - but its not always possible Doesn't matter, do it anyways. If it isn't possible, make it possible. Just manually turn off stops if you need to temporarily divert all your resources to some specific goal if you can't supply all at once and the wrong stop end up soaking up all the resources. W...
by Qon
Tue Apr 09, 2024 3:07 pm
Forum: Railway Setups
Topic: High-Throughput Exact-Items Train Loader (w/o Bots)
Replies: 10
Views: 491

Re: High-Throughput Exact-Items Train Loader (w/o Bots)

I agree with Tertius, and would like to add some: Why? Is this supposed to be a solution to a problem? Because what kind of train has only a single wagon (and no room to expand solution) and high throughput requirements and also carries multiple items in arbitrary configurations? I can't find a use ...
by Qon
Sun Apr 07, 2024 8:33 pm
Forum: Ideas and Suggestions
Topic: Automate Biter clearing - Robot army
Replies: 11
Views: 539

Re: Automate Biter clearing - Robot army

Artillery requires expanding your rail network It really doesn't. You can build static artillery and feed them by any logistic method. There's also mods that lets you put combat robots in your artillery shells. Combo that with an early artillery mod and an artillery reskin and you should have what ...
by Qon
Sun Apr 07, 2024 9:32 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 136
Views: 13541

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Do we have timers in the logic system? In case you need to dispense some material in portions. I also remember a long time ago I tried to implement a portioned release of energy from batteries via an on/off toggle switch. Without a timer it didn't work out that way. Just make one, wiki has tutorial...
by Qon
Sat Apr 06, 2024 10:32 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 111
Views: 14095

Re: Friday Facts #404 - Frustration not found

Suggestion Introduce spidertron formation , such that a group of spidertrons move in a formation that covers the larger roboport area without overlap. like an army drill. the position of the spiderton remains the same relative to the main spidertron which it follows. this way a larger area can be c...
by Qon
Sat Apr 06, 2024 12:39 pm
Forum: Ideas and Suggestions
Topic: add new signal RGB (Friday Facts #388)
Replies: 24
Views: 1112

Re: add new signal RGB (Friday Facts #388)

Let's get full color signals first :) Why are you suggesting CMYK, a space for printers, as a format for lamps? And prioritized above light based color models like RGB!?!? For LAMPS sending out light. And this is the second time now in the same thread. It makes no sense, I vote against it being an ...
by Qon
Sat Apr 06, 2024 10:42 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 136
Views: 13541

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

varundevan wrote:
Sat Apr 06, 2024 9:19 am
I see that you are considering some problem which is some what niche to me. If you are fixing those , you should fix this too.
Please enable Ctrl+y (redo).
Already done.
by Qon
Sat Apr 06, 2024 10:38 am
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 16234

Re: Redo functionality

ickputzdirwech wrote:
Fri Oct 13, 2023 9:02 pm
[Ick] Merged into older thread with same suggestion.
Move to implemented for 2.0, please?
Confirmation:
Image
by Qon
Sat Apr 06, 2024 10:29 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 39107

Re: Friday Facts #387 - Swimming in lava

[Moderated by Koub : Follow up on an off topic post.]
Talking about the actual content announced in the FFF is OK, if things keep coming back to off topic fights between a handful of people, the thread will be locked.
by Qon
Sat Apr 06, 2024 9:57 am
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 111
Views: 14095

Re: Friday Facts #404 - Frustration not found

I also think that RTS tool is a bizarre name (regardless of how many units the tool can instruct, tanks, etc...). One is not using the tool to play (or otherwise 'tool' upon) a Real Time Strategy game (RTS) so how is it an RTS tool? The tool is used to implement a Strategy, in Real Time. So it's a ...
by Qon
Fri Apr 05, 2024 5:16 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 136
Views: 13541

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

https://cdn.factorio.com/assets/blog-sync/fff-405-remote-view-glue.png The map/remote view not going to the very edge of the screen is very sad to me. Please revert that. The gray border is just wasting screen space and it doesn't look good. Having a nice zoomed out overview of your base without GU...
by Qon
Fri Apr 05, 2024 4:48 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 111
Views: 14095

Re: Friday Facts #404 - Frustration not found

I also think that RTS tool is a bizarre name (regardless of how many units the tool can instruct, tanks, etc...). One is not using the tool to play (or otherwise 'tool' upon) a Real Time Strategy game (RTS) so how is it an RTS tool? The tool is used to implement a Strategy, in Real Time. So it's a ...
by Qon
Fri Apr 05, 2024 4:42 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 136
Views: 13541

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

That is different point of view. I do not want reach a point, when my goal is shoot rockets like mini-gun. It is just wrong. I want to keep the precious moment of release as a magic moment. Therfore give me an endless space research for gigantic size of cargo space ship. No, you are wrong. You don'...
by Qon
Fri Apr 05, 2024 4:38 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 136
Views: 13541

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Lastly... can we not rename the logistic networks? I thought I recalled that you were going to offer that, but on seeing some of the latest posts from others here, it sounds like that *didn't* get added? Seeing a long list of "LOGISTICS NETWORK #X" is boring. Seeing "Smelter Array Tr...
by Qon
Thu Apr 04, 2024 6:55 pm
Forum: Modding help
Topic: Edit an existing mod
Replies: 9
Views: 385

Re: Edit an existing mod

Hm... I keep having the same problem as before. So I copied that mod to another folder, uninstalled (deleted) it in Factorio, the mod folder then did not contain that mod after that. Closed the game. I unzipped the copied mod to the factorio mod folder und edited it (file prototypes/shared.lua ). E...
by Qon
Wed Apr 03, 2024 5:28 pm
Forum: Modding help
Topic: Edit an existing mod
Replies: 9
Views: 385

Re: Edit an existing mod

Check the tutorials for the exact format the name of the folder and mod needs as well as other things to load your mod https://wiki.factorio.com/Tutorial:Modding_tutorial https://wiki.factorio.com/Tutorial:Mod_structure Pretty simple stuff if you follow it line by line. Then the link "API docs&...

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