Search found 12 matches

by CaffeinatedCucumber
Tue Sep 02, 2025 6:42 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 6357

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."


every permutation of preferences adds maintenance overhead and user support costs to the project so, as a Factorio enjoyer, I'd much rather have this outcome: Wube reverts it and spends their effort on other things instead of maintaining another whole user setting.


To me I feel like an optional ...
by CaffeinatedCucumber
Mon Aug 25, 2025 11:15 pm
Forum: Pending
Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
Replies: 34
Views: 14344

Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio

Interesting.

For me the standalone install and the Steam install still have different behavior:

standalone: Lights are always orange if Factorio is running—doesn't matter if Factorio is focused or if MoFL is on. If the process exists, the lights are orange.
Steam + MoFL: Lights are orange if and ...
by CaffeinatedCucumber
Mon Aug 25, 2025 10:44 pm
Forum: Pending
Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
Replies: 34
Views: 14344

Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio

If it's of any note, I'm still on Windows 10 Pro (10.0.19045 Build 19045) and only have this problem with Factorio, but then again nothing else I use overrides the lighting.

II did more testing to see if I could find anything noteworthy—switching VSync, fullscreen, and render threads has no effect ...
by CaffeinatedCucumber
Mon Aug 25, 2025 10:28 am
Forum: Pending
Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
Replies: 34
Views: 14344

Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio

I was about to make a bug report for this myself. It's been very mildly annoying me since logitech lighting support was introduced but I figured there was no way it wasn't known behavior and I hadn't made a forum account yet. Observer effect I guess.

By the way, for anyone else experiencing this ...
by CaffeinatedCucumber
Mon Aug 25, 2025 9:45 am
Forum: Technical Help
Topic: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
Replies: 12
Views: 1212

Re: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots

Rseding91 wrote: Fri Aug 22, 2025 3:00 pm The performance overhead of it scaled terribly (it's O(N))
I'm sorry, what?
What's considered *good?* I figured a majority of the game's systems were O(N)!

You guys are deranged. Please continue to be.
by CaffeinatedCucumber
Sun Aug 24, 2025 11:43 pm
Forum: Ideas and Suggestions
Topic: Spaceships move Vertically. Here are some better options.
Replies: 5
Views: 436

Re: Spaceships move Vertically. Here are some better options.

I lost it at the Lorenz attractor being a "less confusing" alternative to up

Hilbert curve was good too. I'm a sucker for grad school mathematics shitposts I guess.
by CaffeinatedCucumber
Sat Mar 15, 2025 4:58 am
Forum: Ideas and Suggestions
Topic: Boolean operators for train stop selection
Replies: 0
Views: 641

Boolean operators for train stop selection

TL;DR
I believe the train scheduling system could benefit from the ability to optionally apply boolean logic operators to stop selection, just like how it can be applied to wait/interrupt conditions, to allow players to heavily optimize train networks in ways that currently either aren't possible ...
by CaffeinatedCucumber
Fri Dec 06, 2024 6:20 pm
Forum: Ideas and Suggestions
Topic: Select current recipe when changing assembler recipe
Replies: 14
Views: 1825

Make ingredient quality selection independent of recipe selection

TL;DR
If selecting quality could be done without reselecting the recipe it would be so much nicer to deal with.


What?
Put it here and allow for it to be changed independently of the recipe
12-06-2024, 10-08-18.png

Why?
It is extremely annoying to deal with mixed quality because of how ...
by CaffeinatedCucumber
Sun Nov 03, 2024 1:17 pm
Forum: Outdated/Not implemented
Topic: Cliffs as alternatives to ramps
Replies: 3
Views: 1652

Cliffs as alternatives to ramps

TL;DR
You should be able to build rails directly over cliffs to transition from ground rails to elevated rails.

What?
There should be some way to transition from a ground rail on the "upper" side of cliffs to an elevated rail on the "lower" side. The least invasive approach would probably be to ...
by CaffeinatedCucumber
Sat Nov 02, 2024 11:57 pm
Forum: Duplicates
Topic: [2.0.14] Ghost rail planner tries to place intersecting supports
Replies: 2
Views: 387

Re: [2.0.14] Ghost rail planner tries to place intersecting supports

My apologies. I looked but I guess I just missed it.
by CaffeinatedCucumber
Sat Nov 02, 2024 11:48 pm
Forum: Won't fix.
Topic: [2.0.14] Trains on map only selectable when zoomed out unless near a radar
Replies: 1
Views: 463

[2.0.14] Trains on map only selectable when zoomed out unless near a radar

When zooming into the map enough that actively revealed chunks become rendered, all trains outside of radar range can no longer be selected. Mousing over the train no longer highlights it, and clicking it no longer brings up the GUI. I would think that zooming in wouldn't stop trains from being ...
by CaffeinatedCucumber
Sat Nov 02, 2024 11:24 pm
Forum: Duplicates
Topic: [2.0.14] Ghost rail planner tries to place intersecting supports
Replies: 2
Views: 387

[2.0.14] Ghost rail planner tries to place intersecting supports

When building elevated rails, the ghost rail planner can sometimes try to place two supports that intersect each other. Attempting to build anyway will not build the whole rail. I believe this is caused by the rail planner not testing for self-intersection.

Here is video of the simplest scenario I ...

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