Search found 38 matches
- 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...
- 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...
- 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)
- 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.
Also use the quickbar switching by pressing the number on the left of the quickbar.
- 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- Forum: Outdated/Not implemented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...
- 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...
- 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
- 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 ...
- 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...
- 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...
- 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 ...
- 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 `...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
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.
- 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.
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.
- 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...