Search found 434 matches

by Impatient
Thu Feb 13, 2020 5:40 am
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 9213

Re: Version 0.18.3

Today I discovered, that there was a mod made already before the discussion started to address exactly this problem.

https://mods.factorio.com/mod/VolumeControl
by Impatient
Thu Feb 13, 2020 2:48 am
Forum: Modding help
Topic: Deleting tech vs hiding tech
Replies: 2
Views: 123

Deleting tech vs hiding tech

I have a question to experienced modders. What are the pros and cons of deleting a tech from game data and hiding the tech by setting a flag? I was told, that for removing a tech from the game, the proper way to do it, is to hide it rather than delete it from the game data. This ensures mod compatib...
by Impatient
Fri Feb 07, 2020 5:26 pm
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 9213

Re: Version 0.18.3 (concerning sound)

A lazy player in the wild surely doesn't have a longplay set of those .... What does that actually mean, what you are writing? ... because if he does he should use the master volume knob. Shouldies never work as argument. Otherwise even pasting a couple of commands on per game basis is considerably...
by Impatient
Wed Feb 05, 2020 12:41 am
Forum: Modding discussion
Topic: "Ping a map location" as event
Replies: 1
Views: 75

Re: "Ping a map location" as event

Ha! If you never used this feature, then I guess you never play multiplayer. ;-) In MP this feature is vital to notify other palyers about something and is used all the time.

My post is off-topic, I know. :-D
by Impatient
Tue Feb 04, 2020 11:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.1] Dialog "Sync mods with save" offers to download mods already downloaded
Replies: 3
Views: 351

Re: [0.18.1] Dialog "Sync mods with save" offers to download mods already downloaded

right :-) Steps: 1. Install mod Wire Shortcuts versions 0.4.0 and 0.3.174 2. Start Factorio, go to mods and select WSv0.3.174 as active version of the mod. (-> Restart) 3. Select "Sync mods with save" on the attached save. It was made with Fv0.17.79 and WS0.3.174 . Observed behavior: It shows WS in ...
by Impatient
Tue Feb 04, 2020 10:05 am
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 9213

Re: Version 0.18.3 (concerning sound)

... so if implemented it is more easily achievable via some wiki-documented console command or config file edit rather than through a dedicated GUI section. To an average user navigating deeper within menus is costlier with each manipulation, be it click or scroll or whatever else, so most people w...
by Impatient
Mon Feb 03, 2020 6:43 pm
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 9213

Re: Version 0.18.3 (concerning sound)

I think it would be cool if one could click at an entity with an annoying sound and get a volume control pop-up. There should be sliders for the various sound effects an entity has (e.g. a chest would have a slider for opening and one for closing) and a mute button below the slider. A master slider...
by Impatient
Mon Feb 03, 2020 3:00 am
Forum: General discussion
Topic: Question: what settings are used to start game to make mega base?
Replies: 23
Views: 1392

Re: Question: what settings are used to start game to make mega base?

This should answer your question about achievements: https://wiki.factorio.com/Achievements There is nothing like cheap in factorio. Factorio is about what you make of it for yourself. Some want to build absurdly big bases, others want to fight, others work on smart setups others play heavily modded...
by Impatient
Sun Feb 02, 2020 9:12 am
Forum: Ideas and Suggestions
Topic: Use 64-bit integers for signals
Replies: 20
Views: 737

Re: Allow integer values up to the 64 bit boundaries in the circuit network

You are right on that one.

Where I read that? It is in lot of places:
viewtopic.php?t=72195
by Impatient
Sun Feb 02, 2020 5:50 am
Forum: Ideas and Suggestions
Topic: Use 64-bit integers for signals
Replies: 20
Views: 737

Allow integer values up to the 64 bit boundaries in the circuit network

TL;DR
Allow integer values up to the 64 bit boundaries in the circuit network
What ?
As the 32 bit support was dropped (I read somewhere) allow integer values of up to the 64 bit boundaries in the circuit network.
Why ?
This would allow for calculations which need big numbers.
by Impatient
Fri Jan 31, 2020 4:23 pm
Forum: Releases
Topic: Version 0.18.2
Replies: 61
Views: 8827

Re: Version 0.18.2

I agree. IMO the two things that are easier with a small number of hired beta testers is the damage control if something buggy or unappealing got out and the communication assumingly is professional and constructive. If you get something unfinished out to a million "testers", then you have no contro...
by Impatient
Thu Jan 30, 2020 11:06 pm
Forum: Releases
Topic: Version 0.18.3
Replies: 48
Views: 9213

Feedback on new accu sound

Since the accus have new sounds I don't want the character to be standing anywhere near an accumulator. These sounds give me the shivers. :? I associate them with a wicked dentist's torture lab. Where the wicked dentist is also a hobby electrician. :lol:
by Impatient
Thu Jan 30, 2020 10:27 pm
Forum: Ideas and Suggestions
Topic: QOL - When hovering the mouse over an assembler, highlight the beacons which affect that assembler.
Replies: 0
Views: 32

QOL - When hovering the mouse over an assembler, highlight the beacons which affect that assembler.

TL;DR
When hovering the mouse over an assembler, highlight the beacons which affect that assembler.
What ?
Much like highlighting the assemblers which are affected by a beacon, when hovering over a beacon.

Why ?
So I can design more easily. QOL.
by Impatient
Thu Jan 30, 2020 8:35 pm
Forum: Modding help
Topic: Commands to change all tiles to lab tiles
Replies: 3
Views: 109

Commands to change all tiles to lab tiles

What are the commands to

a) change all tiles in exiting chunks to lab tiles
b) make newly charted chunks only contain lab tiles (also excluding deco, trees, cliffs, resources, biters, ...)

I want to turn an existing world into a lab world.
by Impatient
Thu Jan 30, 2020 4:36 pm
Forum: Releases
Topic: Version 0.18.2
Replies: 61
Views: 8827

Re: Version 0.18.2

Optera wrote:
Thu Jan 30, 2020 7:24 am
The new train sounds seem to be made by someone who never has heard a real freight train.
...
word!
by Impatient
Thu Jan 30, 2020 2:43 pm
Forum: Releases
Topic: Version 0.18.2
Replies: 61
Views: 8827

Re: Version 0.18.2

Here is my feedback on the new sounds (as far as I noticed them): - Offshore pump: Too loud and annyoing. Sounds like a fast spinning electric motor. Sound is on also if it isn't pumping anything (not connected to anything). - Boiler: sounds fine - Pump: I can not hear any sound (but that is ok) - P...
by Impatient
Wed Jan 29, 2020 4:40 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 375
Views: 49093

Re: [MOD 0.16] Miniloader

Yeah, I also have my megabase save crashing on me in 0.18.2. Miniloader is updated. Though I have 28 mods in this save and ... you know. How can I tell, that the reason is that miniloader can not migrate properly? If you can tell me how to pinpoint this, I would be glad to help.
by Impatient
Tue Jan 28, 2020 3:33 pm
Forum: Releases
Topic: Version 0.18.2
Replies: 61
Views: 8827

Re: Version 0.18.2

Tankh wrote:
Tue Jan 28, 2020 3:26 pm
Heat pipes have sound?
The sound of glowing. Makes me shiver in enjoyment.
by Impatient
Sat Jan 25, 2020 5:58 am
Forum: Resolved Problems and Bugs
Topic: [0.18.1] Dialog "Sync mods with save" offers to download mods already downloaded
Replies: 3
Views: 351

[0.18.1] Dialog "Sync mods with save" offers to download mods already downloaded

When there are several versions of a mod in the mods folder (including the newest compatible) and an incompatible version currently is active (no matter if enabled or not enabled), the dialog "Sync mods with save" selects that mod for downloading in the section "Ready for downloading". I have a save...

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