Search found 30 matches
- Sat Jan 20, 2024 6:56 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 37952
Re: Friday Facts #394 - Assembler flipping and circuit control
Hey if you like math, group theory can be used to describe flipping and rotating. And if you don't care too much about math, the key takeaway is that, considering 90Β° turns and flipping around a set axis, there are exactly 8 types of behavior an entity could take, amongst those only 3 need to keep ...
- Wed Jan 17, 2024 7:16 pm
- Forum: Ideas and Suggestions
- Topic: IA and FACTORIO
- Replies: 10
- Views: 2477
Re: IA and FACTORIO
I'm close to publishing my "combinassembly"-language which looks like an assembly language and is assembled to combinators.
Maybe you have already decided on a syntax, but I'm putting it anyway. There is this Cnide project ( website ) that defines a nice syntax for circuit networks. The syntax ...
- Wed Jan 17, 2024 6:11 pm
- Forum: Implemented in 2.0
- Topic: show different appearance to blacklist/whitelist icons in alt mode
- Replies: 21
- Views: 6806
Re: show different appearance to blacklist/whitelist icons in alt mode
One shower thought later and it occurred to me that the block indicator (red circle) should probably be reversed between whitelist/blacklist when no item is specified.
- Sat Jan 13, 2024 12:34 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 77381
Re: Friday Facts #393 - Putting things on top of other things
I'm taking the opportunity of devs talking about inserters and filters to bring back this suggestion . I'm also posting here for more visibility.
Currently the blacklist filters can be misleading visually in ALT mode. It would be nice if it was more clear, eg. current vs suggested:
blacklist ...
Currently the blacklist filters can be misleading visually in ALT mode. It would be nice if it was more clear, eg. current vs suggested:
blacklist ...
- Sat Jan 13, 2024 12:08 am
- Forum: Implemented in 2.0
- Topic: show different appearance to blacklist/whitelist icons in alt mode
- Replies: 21
- Views: 6806
Re: show different appearance to blacklist/whitelist icons in alt mode
Now that the devs are reworking the inserters ( FFF-393 ), I thought it would be a good time to bring the suggestion again.
Example of current vs suggested, in a typical situation where I wouldn't want a whitelist on coal, in case I ever change fuel. Wouldn't the second be nice and clear visually ...
Example of current vs suggested, in a typical situation where I wouldn't want a whitelist on coal, in case I ever change fuel. Wouldn't the second be nice and clear visually ...
- Fri Jan 12, 2024 11:17 pm
- Forum: Implemented in 2.0
- Topic: Long handed filter inserter
- Replies: 9
- Views: 3746
- Mon Jan 08, 2024 10:34 pm
- Forum: Implemented in 2.0
- Topic: Flip using F and G whith in-hand entities
- Replies: 7
- Views: 2222
Re: Flip using F and G whith in-hand entities
I like the fact of implementing seemingly redundant/useless shortcuts, but that makes so much sense when you think about it, and that when you accidentally use it using your factorian reflexes, you wonder why this is not a thing.
Currently F and G does have no effect while having an entity in ...
Currently F and G does have no effect while having an entity in ...
- Sun Jan 07, 2024 11:19 am
- Forum: Ideas and Suggestions
- Topic: QoL: Add shortcut to copy/paste to blueprint strings directly
- Replies: 7
- Views: 2532
Re: QoL: Add shortcut to copy/paste to blueprint strings directly
Qon I looked at your mod list, guess what, one of my scripts is doing what Signal Signs / Combinator Text is doing. Glad to see that we had the same idea!
Turns out you can push the concept even further, here is me testing rendering images using color signals in combinators using an external script ...
Turns out you can push the concept even further, here is me testing rendering images using color signals in combinators using an external script ...
- Sun Jan 07, 2024 5:05 am
- Forum: Ideas and Suggestions
- Topic: QoL: Add shortcut to copy/paste to blueprint strings directly
- Replies: 7
- Views: 2532
Re: QoL: Add shortcut to copy/paste to blueprint strings directly
I am not sure to understand what you said. Can you elaborate?
And why does Factorio have to use the OS clipboard when you paste in-game?
The "Paste" tool ( CTRL+C ) currently does not use the OS clipboard. And I did not suggest to change that default behavior, I only suggested to add a new ...
And why does Factorio have to use the OS clipboard when you paste in-game?
The "Paste" tool ( CTRL+C ) currently does not use the OS clipboard. And I did not suggest to change that default behavior, I only suggested to add a new ...
- Sat Jan 06, 2024 2:14 pm
- Forum: Ideas and Suggestions
- Topic: QoL: Add shortcut to copy/paste to blueprint strings directly
- Replies: 7
- Views: 2532
Re: QoL: Add shortcut to copy/paste to blueprint strings directly
Why not just put the blueprint string in the OS clipboard when you make one using CTRL+C or CTRL+X?
This would be what that post https://forums.factorio.com/viewtopic.php?f=6&t=77225 suggested. As someone said there:
I would see that as very unawaited behavior: I copied the station name (text ...
- Sat Jan 06, 2024 5:45 am
- Forum: Ideas and Suggestions
- Topic: QoL: Add shortcut to copy/paste to blueprint strings directly
- Replies: 7
- Views: 2532
QoL: Add shortcut to copy/paste to blueprint strings directly
TL;DR
Add shortcut to copy/cut/paste from the world to blueprint strings (and vice versa) directly.
I suggest CTRL+SHIFT+C , CTRL+SHIFT+X and CTRL+SHIFT+V respectively as default shortcuts.
What ?
A simplified way to do what can currently be achieved with:
Use copy/cut tool ( CTRL+C or CTRL ...
Add shortcut to copy/cut/paste from the world to blueprint strings (and vice versa) directly.
I suggest CTRL+SHIFT+C , CTRL+SHIFT+X and CTRL+SHIFT+V respectively as default shortcuts.
What ?
A simplified way to do what can currently be achieved with:
Use copy/cut tool ( CTRL+C or CTRL ...
- Fri Dec 15, 2023 11:44 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 41794
Re: Friday Facts #389 - Train control improvements
Nice additions!
One thing I would love to be added to the game is the ability to change the station in the scheduler without to have to recreate the whole schedule.
For example, let's say that I have configured my iron train, and I copy-paste it as a baseline for the copper train. It would be nice ...
One thing I would love to be added to the game is the ability to change the station in the scheduler without to have to recreate the whole schedule.
For example, let's say that I have configured my iron train, and I copy-paste it as a baseline for the copper train. It would be nice ...
- Tue Nov 28, 2023 1:37 am
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 42002
Re: Friday Facts #386 - Vulcanus
Remember the teaser from FFF #372... Just a wild guess, could this be a collector for these sulfuric acid geysers?
The biomes look fantastic btw, I really like the chimneys and puddles in particular.
- Sat Nov 11, 2023 12:20 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 88642
Re: Friday Facts #384 - Combinators 2.0
Hi devs, this new contentent looks great! Here are some ideas of features you could add (I just realized there are some repeat with previous comments, but I tried to make it as visual as possible).
The ability to specify between red and green wire would be the perfect opportunity to add new ...
The ability to specify between red and green wire would be the perfect opportunity to add new ...
- Sat Oct 14, 2023 3:17 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 50074
Re: Friday Facts #380 - Remote view
Really cool changes, the part where you can open and configure ghosts blew my mind! I used to place real entities, configure them, then copy them to get pre-configured ghosts, I will not need a physical copy of the building in my inventory with this new feature!
You can place ghost spidertrons ...
You can place ghost spidertrons ...
- Mon Oct 09, 2023 10:30 am
- Forum: Resolved Problems and Bugs
- Topic: Blueprints borked after loading modpack
- Replies: 11
- Views: 3415
Re: Blueprints borked after loading modpack
Not only that, but when I try to go back to vanilla to "Select New Contents for the Blueprint" the blueprint, it WIPES the full Description area AND the title of the blueprint!!!!
Got the same problem here. "Select New Contents for the Blueprint" removes the blueprint name and description ...
- Sun Sep 03, 2023 11:08 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 69551
Re: Friday Facts #374 - Smarter robots
I appreciate the possibility for requesting a minimum number of robots. May I suggest also adding the possibility for requesting a maximum number of robots, as for personal logistic? If more bots are stored in the roboport, they would be evicted and seek for an other roboport that have enough space ...
- Wed Mar 02, 2022 8:08 am
- Forum: Combinator Creations
- Topic: Minimalist signal filtering device
- Replies: 38
- Views: 16859
Re: Minimalist signal filtering device
Hi all, I built this array filter, I wanted to share it!
It can filter any signal based on if it is present (or missing) in the mask. This works over all possible values (no overflow).
The idea behind it is that adding 2^31 makes any positive number negative and vice versa, and adding it twice gets ...
It can filter any signal based on if it is present (or missing) in the mask. This works over all possible values (no overflow).
The idea behind it is that adding 2^31 makes any positive number negative and vice versa, and adding it twice gets ...
- Sat Apr 14, 2018 12:57 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 65444
Re: Friday Facts #238 - The GUI update (Part II)
Hey guys ! I found the new technology interface wonderful, it makes me feel exited !
I doesn't have much time to play Factorio thoses days, but I keep me updated every week with your FFFs. Continue like that !
I doesn't have much time to play Factorio thoses days, but I keep me updated every week with your FFFs. Continue like that !
- Fri Aug 11, 2017 9:37 pm
- Forum: Pending
- Topic: Ubuntu, alt-tab freezes game
- Replies: 8
- Views: 5210
Re: Ubuntu, alt-tab freezes game
I play Factorio on Ubuntu. I don't especially have problem with focusing other applications (Full Screen or not)...
On the other hand, when I switch working space, the game freezes ( seems to play 2 times slower approximately , counted this with a programmable speaker playing in loop EDIT: I don't ...
On the other hand, when I switch working space, the game freezes ( seems to play 2 times slower approximately , counted this with a programmable speaker playing in loop EDIT: I don't ...