Search found 38 matches

by PennyJim
Fri Sep 13, 2024 3:03 pm
Forum: Ideas and Suggestions
Topic: Rework of the game's trophies list
Replies: 23
Views: 931

Re: Rework of the game's trophies list

The world do not turns around you. There are other players with other views whom could be satisfyed. As you have already said, you dont care about trophies, so It does not affect you if they chance. Liking trophies is legity because It is just a matter of perspective and the customers have the righ...
by PennyJim
Thu Sep 12, 2024 2:44 am
Forum: Ideas and Suggestions
Topic: Rework of the game's trophies list
Replies: 23
Views: 931

Re: Rework of the game's trophies list

I'm going to be honest with you RAFAELEZER, I am violently opposed to muddying the achievements with more than the fun collection we currently have. I feel like you're coming from a different type of community with calling them trophies, but if there's more than 10 added achievements with SA, then I...
by PennyJim
Thu Sep 12, 2024 2:40 am
Forum: Modding help
Topic: Factory Planner crashes a server.
Replies: 4
Views: 232

Re: Factory Planner crashes a server.

The only reason it feels like crashing, is because it's happening on a headless server. If you host a server with your client and have other players connect. It'll more clearly describe that a specific mod has an error and kick you to the main menu (which doesn't exist on the headless server)
by PennyJim
Mon Sep 09, 2024 8:43 pm
Forum: Ideas and Suggestions
Topic: Set quick bar filter by pressing number when hovering over item
Replies: 1
Views: 161

Re: Set quick bar filter by pressing number when hovering over item

Just increase the amount of active quickbars you have. Its under Other in the interface settings

Also use the quickbar switching by pressing the number on the left of the quickbar.
by PennyJim
Wed Sep 04, 2024 11:38 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 206
Views: 67496

Re: The order of construction

I don't think that FFF even really fixes your problem. In short, it changes how jobs are dispatched to robots to allow them to have a queue. With the robot who can get there fastest being dispatched, instead of the closest free robot like it is right now. This does not solve the 'problem' of persona...
by PennyJim
Sat Aug 17, 2024 11:42 pm
Forum: Ideas and Suggestions
Topic: Buttons, Levers, and Pressure plates
Replies: 2
Views: 251

Re: Buttons, Levers, and Pressure plates

Here's a mod that implements a new entity that is a button, combined with a keybind that also works with constant combinators to turn them into switches. While this doesn't have pressure plates, you can kind of do that with gates anyways. https://mods.factorio.com/mod/pushbutton I do agree that it s...
by PennyJim
Tue Aug 13, 2024 9:36 pm
Forum: Assigned
Topic: [raiguard][1.1.109] Crash with whitespace save names on linux
Replies: 4
Views: 338

Re: [raiguard][1.1.109] Crash with whitespace save names on linux

Ah that sucks. Good luck with your 2.0 workload <3
by PennyJim
Tue Aug 13, 2024 8:32 pm
Forum: Assigned
Topic: [raiguard][1.1.109] Crash with whitespace save names on linux
Replies: 4
Views: 338

Re: [raiguard][1.1.109] Crash with whitespace save names on linux

So this kind of save-name validation is done after the thread is forked off to do the saving? I would've expected it to happen before. I would then dismiss the severity of the issue due to it being a hidden experimental feature, but I feel like I remember hearing about it becoming a regular setting ...
by PennyJim
Tue Aug 13, 2024 6:34 pm
Forum: Assigned
Topic: [raiguard][1.1.109] Crash with whitespace save names on linux
Replies: 4
Views: 338

[raiguard][1.1.109] Crash with whitespace save names on linux

I presume the save names are ran through a trim function to remove leading and trailing whitespace. This means you have to be careful about names getting trimmed into empty strings. This works on Mac and displays an in-game error: (and windows, but the screenshot is mac) 08-13-2024, 12-22-49.png The...
by PennyJim
Wed Aug 07, 2024 3:43 am
Forum: Implemented in 2.0
Topic: Add Ronna and Quetta as SI Prefixes?
Replies: 6
Views: 478

Add Ronna and Quetta as SI Prefixes?

Honestly mostly a joke suggestion, but Yotta is already pretty ridiculous. Why not go even ridiculouser and add Ronna and Quetta? Extending the SI support to match Resolution 3 of the 27th CGPM (2022) seems fitting for the community. I also just learned that the prefixes are supposed to be uppercase...
by PennyJim
Sun Aug 04, 2024 7:44 pm
Forum: Fixed for 2.0
Topic: [1.1.109] Low /perf-avg-frames impacts other players
Replies: 5
Views: 588

Re: [1.1.109] Low /perf-avg-frames impacts other players

Factorio multiplayer works by lockstep computation. If one game does something, the other has to as well. For the purposes of a command, every game has to react to anyone sending a command. In that reaction logic, there should be no way to determine if the player that ran it is the one running that ...
by PennyJim
Thu Aug 01, 2024 2:29 am
Forum: Ideas and Suggestions
Topic: Rich Text control truncating width based on unformatted string
Replies: 1
Views: 226

Re: Rich Text control truncating width based on unformatted string

Just a note, the color tags in your example rich text got consumed by the forums rich text :P Breaking the formatting by inserting a character into your [color>=orange] tag will not let the forum see it as a proper tag. You could also do it with a tag that'll itself disappear: [ color=orange ] And `...
by PennyJim
Wed Jul 31, 2024 10:32 pm
Forum: Ideas and Suggestions
Topic: Making Science Packs Less Abstract
Replies: 6
Views: 394

Re: Please Make Science Packs Less Abstract

[Koub] Merged into an older thread with the same suggestion, and moved the whole thread in Ideas and Suggestions. Are they the same suggestion? One seems to be discussing the pooling of research and how every lab contributes continuously instead of in chunks, and the other is talking about the abst...
by PennyJim
Wed Jul 31, 2024 9:58 pm
Forum: Documentation Improvement Requests
Topic: Concepts should have different pages like Types
Replies: 1
Views: 204

Concepts should have different pages like Types

I've always found it kind of annoying that the concepts page is a long list of types rather than individual pages like the classes, or even the Prototypes and Types of data stage. Even though many of the concepts are just as complex as classes, just declarable instead of obtainable. Like look at Pat...
by PennyJim
Fri Jul 26, 2024 10:15 pm
Forum: Bug Reports
Topic: [1.1.109] [PvP] spectating dead players are still visisble on map
Replies: 0
Views: 274

[1.1.109] [PvP] spectating dead players are still visisble on map

When a team dies, where they are looking (besides map view) becomes visible to every living player. While I would like spectators to be able to see where other spectators are looking, I'd rather not give the hint of where the combat might be happening to living players This can be fixed by adding th...
by PennyJim
Wed Jul 24, 2024 2:39 am
Forum: Ideas and Suggestions
Topic: Steamworks Steam Timelines
Replies: 2
Views: 321

Re: Steamworks Steam Timelines

I really like the idea of it, but I'm not sure how likely they are to implement it. I personally use the zipped version because it feels like it launches faster, which is nice when I'm constantly relaunching for mod making. Though, with RCON and jarg's pr for broadcasting to a local port, a feature ...
by PennyJim
Sat Jul 13, 2024 3:06 am
Forum: Ideas and Suggestions
Topic: visual title menu
Replies: 3
Views: 346

Re: visual title menu

I'm pointing out that point 2 is nonsense though. The base game will still be there when the dlc drops. The only substantive chance to the base game are the 2.0 engine additions, like the signpost and better bot logic. The end goal for the base game will still stay the same, and the mechanics are fa...
by PennyJim
Wed Jul 10, 2024 12:14 am
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 29
Views: 6979

Re: Make shortcut bar more resilient to mod loading and unloading

+1
I don't even bother using shortcuts since they just get messed up so much. If there's one I can't remember the control for, I just open the list and click it through that. With basically all of them hidden in the list (the bar is ugly otherwise), I tend to forget they even exist.
by PennyJim
Wed Jul 10, 2024 12:09 am
Forum: Ideas and Suggestions
Topic: visual title menu
Replies: 3
Views: 346

Re: visual title menu

The main menu can be dragged around like any other window. Just tuck it into a corner to view the main menu simulation

Besides that, why does releasing the dlc matter at all? It's going to be functionally a (few) mod(s) that you can enable/disable at will.
by PennyJim
Tue Jul 02, 2024 3:34 am
Forum: Ideas and Suggestions
Topic: Toggle Ghost Visibility in Shortcut Bar
Replies: 9
Views: 788

Re: Toggle Ghost Visibility in Shortcut Bar

I tend to move stuff around a lot, copy where it is and paste where I want it to be. Before I get bots, I have to build the copy by hand, and I frequently miss part of the build especially inserters. I come back after a while, and wonder why it isn't working and then realize that it isn't an actual...

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