Nice to see the wire shadows finally fixed. I remember thinking about it ~5y ago and coming up with an easy fix. I am happy to see that exact fix got implemented. It indeed does look a lot better.
Pop quiz: can you spot the shadow problem I want to fix next?
Shadow stacking. Where all the wires ...
Search found 49 matches
- Sat Oct 07, 2023 1:35 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 45888
- Fri Jun 25, 2021 3:53 am
- Forum: News
- Topic: Friday Facts #366 - The only way to go fast, is to go well!
- Replies: 100
- Views: 79875
Re: Friday Facts #366 - The only way to go fast, is to go well!
This is kind of what made me quit the software industry. I've used these practices in my hobby programming projects for years and knew how well those worked. Then when working at a company, I was forced to abandon these practices. Whenever I mentioned them, I got accused of lacking experience or not ...
- Wed Jun 23, 2021 5:30 pm
- Forum: Not a bug
- Topic: [1.1.35] Using undo (ctrl+z) while a textbox has focus, will undo build actions rather than text changes
- Replies: 2
- Views: 1291
[1.1.35] Using undo (ctrl+z) while a textbox has focus, will undo build actions rather than text changes
Version: Factorio 1.1.35 (build 58756, linux64, steam)
How to reproduce
Build a constant combinator
configure a value
focus the text box
enter a value
hit ctrl+z
What happens
The constant combinator is marked for removal
There is no redo function, so trying to remedy this error by ...
How to reproduce
Build a constant combinator
configure a value
focus the text box
enter a value
hit ctrl+z
What happens
The constant combinator is marked for removal
There is no redo function, so trying to remedy this error by ...
- Wed Jun 23, 2021 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Right clicking text box selects all text
- Replies: 2
- Views: 1043
Right clicking text box selects all text
TL;DR
When right-clicking a non-focused, single line textbox select the text contained therein.
What ?
The current behavior for non focused single line textboxes is that when you click them they get focused, which allows you to type in them. There is no difference between using the left or ...
When right-clicking a non-focused, single line textbox select the text contained therein.
What ?
The current behavior for non focused single line textboxes is that when you click them they get focused, which allows you to type in them. There is no difference between using the left or ...
- Sun Mar 31, 2019 1:34 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 33038
Re: Friday Facts #288 - New remnants, More bugs
One neat solution that would completely bypass all the rendering order issues, is to also export depth information when rendering the images. These can then be used during rendering to fill the depth buffer (or z-buffer) for occlusion. Another benefit of that is that you only need 1 image+depth info ...
- Wed Jul 04, 2018 8:49 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 88422
Re: Friday Facts #249 - Dead end exploration
an infinite number of books
Books can now also store [...] every item in the game.
So... infinite inventory?
It is based on proposal 4, where "the quickbar is just an action bar idea explained in the FFF-191 ". So no infinite inventory, only infinite actions. Would be fun though, as those ...
Books can now also store [...] every item in the game.
So... infinite inventory?
It is based on proposal 4, where "the quickbar is just an action bar idea explained in the FFF-191 ". So no infinite inventory, only infinite actions. Would be fun though, as those ...
- Wed Jul 04, 2018 5:47 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 88422
Re: Friday Facts #249 - Dead end exploration
Proposal 1 & 2:
Those introduce different types of blueprint: Those linked to the library and those which are not linked. What happens if you clear a linked blueprint? Is it then also cleared in the library (i.e. the library now contains an empty blueprint)? So I'm against linking blueprints to ...
Those introduce different types of blueprint: Those linked to the library and those which are not linked. What happens if you clear a linked blueprint? Is it then also cleared in the library (i.e. the library now contains an empty blueprint)? So I'm against linking blueprints to ...
- Tue Apr 24, 2018 11:19 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.36] Well ghosts cannot be replaced
- Replies: 8
- Views: 5265
Re: [kovarex] [0.16.36] Well ghosts cannot be replaced
To me, the correct solution here should be to not allow landfilling the area that the pump is in.
- Thu Apr 19, 2018 12:24 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 67323
Re: Friday Facts #238 - The GUI update (Part II)
I agree with Kovarex on the Queue button.
First the semantic meaning of the labels is inconsistent:
Queue = Action
Queued = Status
Researched = Status
Unavailable = Status
It is not clear whether clicking 'Queued' will in turn unqueue the research. Is suppose it is not, as it is not rendered as ...
First the semantic meaning of the labels is inconsistent:
Queue = Action
Queued = Status
Researched = Status
Unavailable = Status
It is not clear whether clicking 'Queued' will in turn unqueue the research. Is suppose it is not, as it is not rendered as ...
- Thu Feb 22, 2018 3:49 pm
- Forum: Energy Production
- Topic: Building a 1TW nuclear reactor
- Replies: 19
- Views: 52530
Re: Building a 1TW nuclear reactor
[Edit] I'm curious... does the blue belt handle the amount of fuel needed at this kind of power generation? 6252 fuel every 200 seconds at full burn... 31 fuel per second... ~16 fuel per second per side. Yea, blue belt will handle that. Had been wondering what a belt design could handle reactor ...
- Thu Jan 11, 2018 9:47 am
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 56690
Re: Ropeway conveyor above the factory...
OP referenced this thread in the thread on the latest FFF: viewtopic.php?f=38&t=56218&start=160#p331077. It makes sense to further discuss this topic here than in the FFF-thread, because there it is downright impossible.olafthecat wrote:A tinsy bit of Necro going on here.
- Wed Jan 10, 2018 11:31 am
- Forum: Ideas and Suggestions
- Topic: Ropeway conveyor above the factory...
- Replies: 95
- Views: 56690
Re: Ropeway conveyor above the factory...
I've looked into what it takes to turn this into a mod. I found that it can be done, but only as a proof of concept, or in a very limited fashion. The biggest problem is drawing the belt lines and animating the buckets.
One approach is to bake the belt lines and buckets into a single animation ...
One approach is to bake the belt lines and buckets into a single animation ...
- Tue Jan 09, 2018 1:24 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452709
Re: Friday Facts #224 - Bots versus belts
A lot of the posts here talk about why bots are overpowered, I agree with them.
A lot of the posts here talk about why bots shouldn't be removed or nerfed, I agree with those too.
If you don't like bots, don't use them. Factorio is most of all, a sandbox game, so in the end, it should be the player ...
A lot of the posts here talk about why bots shouldn't be removed or nerfed, I agree with those too.
If you don't like bots, don't use them. Factorio is most of all, a sandbox game, so in the end, it should be the player ...
- Mon Jan 08, 2018 5:01 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 452709
Re: Friday Facts #224 - Bots versus belts
Second tier belts huh? Why not use buckets:
bucket.gif
There is a forgotten feature that you could put cars on belts as a way to significantly improve their throughput. However, cars are too big to be used for this purpose, and wouldn't look right. I hacked a mod that adds buckets (prototype: car ...
bucket.gif
There is a forgotten feature that you could put cars on belts as a way to significantly improve their throughput. However, cars are too big to be used for this purpose, and wouldn't look right. I hacked a mod that adds buckets (prototype: car ...
- Sat Jan 06, 2018 1:38 pm
- Forum: Ideas and Suggestions
- Topic: Filter Combinator
- Replies: 7
- Views: 6262
Re: Filter Combinator
I found myself in need of something like this, though managed to come up with a work-around. If the signals are all positive then:
Create a constant combinator with all the signals you want to keep set to 1. If you need more than 18 signals, use multiple combinators and connect those.
Then ...
Create a constant combinator with all the signals you want to keep set to 1. If you need more than 18 signals, use multiple combinators and connect those.
Then ...
- Sat Jan 06, 2018 10:26 am
- Forum: Ideas and Suggestions
- Topic: Add rocks to terrain settings
- Replies: 3
- Views: 2046
Re: Add rocks to terrain settings
Rocks used to look different:
I'm using the creative mode mod, so I can just use the deconstruction planner to remove them. However, I have to do this every time before I can chain paste a blueprint.- Fri Jan 05, 2018 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Add rocks to terrain settings
- Replies: 3
- Views: 2046
Add rocks to terrain settings
For creative mode design and testing purposes, it is nice to have a clean empty world with no biters, trees, rocks , cliffs, water, ores and oil patches. In the resource sand terrain settings in the map generator all can be set to none , except for rocks, as there is no option to control the amount ...
- Fri Jan 05, 2018 11:17 am
- Forum: Railway Setups
- Topic: difference
- Replies: 7
- Views: 4729
Re: difference
Consider what happens when two trains enter from opposing sides and both want to turn left:
- Fri Jan 05, 2018 10:41 am
- Forum: Energy Production
- Topic: Building a 1TW nuclear reactor
- Replies: 19
- Views: 52530
- Fri Jan 05, 2018 10:40 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 304026
Re: Performance optimization - post your saves
I've build a 1TW nuclear reactor , here's the save file . Even while it's being idle, the frame rate is already as low as 10fps. However, when turned on -- turn on the constant combinator that is on the hazard concrete, which you're standing when loading the file, such that the light above it turns ...