Search found 19 matches
- Fri Dec 08, 2023 5:46 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 43246
Re: Friday Facts #388 - Smaller things for 2.0
Add pls to checkbox `Trees/rocks only` Cliff -> `Trees/rocks/cliff only`. I don't understand why didn't add cliff here right away.
Did you know you can put Deconstruction Planners into the Blueprint Library already? You can make a custom Decon Planner for "Coal Rocks only" or "Cliffs only ...
- Fri Dec 08, 2023 2:43 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 43246
Re: Friday Facts #388 - Smaller things for 2.0
Cliff explosives are not unlocked from the start of the game, and with the expansion they are even more delayed. To avoid nonsensical marking of cliffs for deconstruction when you force build on top of them, we changed it so that the cliffs are only marked for deconstruction once the cliff ...
- Tue Oct 18, 2022 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow keyboard controls to be used everywhere
- Replies: 4
- Views: 1422
Re: Allow keyboard controls to be used everywhere
The default keyboard setup is quite comfortable. The feature that you need is most likely not needed by anyone else. Therefore, you should ask modders to do this or write a mod yourself. I think that in a vanilla game this is not necessary and only complicate the beginner's understanding of the ...
- Mon Oct 17, 2022 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Scrolling for item-details/info?
- Replies: 4
- Views: 2252
Re: Scrolling for item-details/info?
+1 Good idea
- Fri Sep 30, 2022 9:33 am
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 9630
Re: Canceling crafting when inventory is full spills items
Maybe I should have just changed the thread title to something more unique. May be "Add warning message on cancel hand craft overloaded".
What the topic starter suggests is to rewrite the entire inventory from scratch, which of course no one will do. And I do not propose to change anything in ...
What the topic starter suggests is to rewrite the entire inventory from scratch, which of course no one will do. And I do not propose to change anything in ...
- Fri Sep 30, 2022 9:31 am
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 9630
Re: Canceling crafting when inventory is full spills items
@SerhiS it’s just the way this goes: suggestions are “just ideas”. There is this problem and I suggest to solve it like so. There is no property. There is nothing to prevent turning the idea by 180 degrees.
The community gives developers options they can choose from and we have no further ...
- Thu Sep 29, 2022 5:18 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 165
- Views: 76806
Re: ARM Build
I also want to add that now on m1 the game works very well through rosetta. On my m1 pro works megabases and shows high ups. And I don't know if it makes sense to make an arm build and how much faster it will be than the current one...
- Thu Sep 29, 2022 5:11 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 165
- Views: 76806
Re: ARM Build
I think the synchronization is done already. There shouldn't be a difference between different ARM cpus in that regard.
I think the bigger problem would be the build system and GFX support for different SOCs.
If they didn't have sync issues, they wouldn't be posting this here. Again, so read ...
- Thu Sep 29, 2022 10:22 am
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 9630
Re: Canceling crafting when inventory is full spills items
Guys, I didn't suggest blocking crafting slots or making separate crafting slots in my original post. I don't understand why my post was merged with this post? My suggestion is very simple - just 1 line of code - display a message. For the development team, this will not be any work, but it will ...
- Thu Sep 29, 2022 10:03 am
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 165
- Views: 76806
Re: ARM Build
Reread repeatedly what I wrote. The bottleneck of synchronization for you is ALL mathematical functions??? It's good that you are not in the development teammrvn wrote: Thu Sep 29, 2022 6:08 am If you don't use float/double then you have to implement all the mathematical functions anyway.
- Wed Sep 28, 2022 9:51 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 165
- Views: 76806
Re: ARM Build
Idea is if a desync is identified, it is fixed by reimplementing the math function in the library and writing tests to ensure consistent results on all platforms.
It will be easier not to use floating point numbers in critical places. Even if you take the task of compiling a list of ALL the ...
- Tue Sep 27, 2022 10:25 pm
- Forum: Modding interface requests
- Topic: Add a custom-input on a crafting queue
- Replies: 0
- Views: 774
Add a custom-input on a crafting queue
Hi,
I want to add additional behavior for hand craft queue. For example
CTRL + left mouse button, SHIFT+right mb.
I see a guide on the custom-input class, but did not find how to bind it to a handcrafting click.
This feature will allow mods to manage crafting more flexibly and add more options.
I want to add additional behavior for hand craft queue. For example
CTRL + left mouse button, SHIFT+right mb.
I see a guide on the custom-input class, but did not find how to bind it to a handcrafting click.
This feature will allow mods to manage crafting more flexibly and add more options.
- Tue Sep 27, 2022 9:31 pm
- Forum: Ideas and Suggestions
- Topic: ARM Build
- Replies: 165
- Views: 76806
Re: ARM Build
I thought you have a mac developer. Once I saw a vacancy for a Mac developer, but then it disappeared and I changed my mind about sending a resume.... There needs to be someone dedicated to making it happen and maintaining it
- Tue Sep 27, 2022 8:20 pm
- Forum: Outdated/Not implemented
- Topic: Train station priority
- Replies: 9
- Views: 7690
Re: Train station priority
...
This sounds a lot like the thread that was linked to in a quote in the post just above yours.
Like this mod? https://mods.factorio.com/mod/SmartTrains
Yes? and have 100k loads
But graphics in this mod and usability in this mod is not good.
I think the graphics of the mod are so poor ...
- Tue Sep 27, 2022 4:47 pm
- Forum: Outdated/Not implemented
- Topic: Train station priority
- Replies: 9
- Views: 7690
Re: Train station priority
Ref https://forums.factorio.com/90474
What about this?
Add train station group. Just like the conditions inside the station.
Within a group, an OR condition. eg, iron high priority OR iron low priority.
Between groups condition AND. eg, load iron AND unload iron AND load fuel.
How would I ...
- Mon Sep 26, 2022 11:06 am
- Forum: Ideas and Suggestions
- Topic: Stacked Area Charts / Summaries graphs of power/pollution
- Replies: 6
- Views: 2323
Re: Stacked Area Charts
Do you really need it in the game? Such statistics are not often needed. I think you can add an "Export" button to insert a table into the excel and play there as you like.
- Sun Sep 25, 2022 6:08 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 9630
Re: Cancel craft when full inventory
Fortunately, some of the logic can be implemented using mods. For fans https://mods.factorio.com/mod/HandCraftPriority
- Sun Sep 25, 2022 10:49 am
- Forum: Modding help
- Topic: How to catch a custom-input on a crafting queue?
- Replies: 0
- Views: 750
How to catch a custom-input on a crafting queue?
Hey, I want to add additional behavior for hand craft queue. For example CTRL + left mouse button -> up-craft. I found a guide on the custom-input class, but did not find how to bind it to a handcrafting click. Can this be done at all? What are the options?
I don't want to do "SHIFT + P" binds like ...
I don't want to do "SHIFT + P" binds like ...
- Sun Sep 18, 2022 12:02 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 9630
Cancel craft when full inventory
Now you can cancel the craft with a full inventory and a nuisance will occur as in the screenshot. Please add a check in such a case that it would be impossible to cancel the craft if the items do not fit into the inventory
I also watch factorio streams and many have this problem. I think it’s ...
I also watch factorio streams and many have this problem. I think it’s ...