That looks more like its own fork, not a patch ;) I wasn't thinking of changing to whole mod so much for this little topic. I don't mind you/others releasing forks if they want, would be kind to mention my mod though if it was used as a base though.
Yeah you can set a line towards a goal, but what ...
Search found 533 matches
- Sat Dec 20, 2025 5:51 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 90
- Views: 61910
- Thu Dec 18, 2025 10:17 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 90
- Views: 61910
Re: [MOD 0.17] VehicleSnap
It's impossible to get it accurate, you can try. The mathematical value for it would take you like 100m away at that distance.Egor wrote: Thu Dec 18, 2025 5:39 pm Indeed, in "Sandbox" mode, after driving forward for 10 km I found myself 10 m away from imaginary half-diagonal railway.
- Fri Dec 12, 2025 10:15 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 90
- Views: 61910
Re: [MOD 0.17] VehicleSnap
Why estimating the angle instead of using its exact value?
As you have noticed, it is "1:2 triangular ratio", so in Lua it may be calculated as
local rail_est = math.atan(1/2) / (2*math.pi) -- approx 0.0737918
Because when i tried with 0.07386350632 earlier vs your 0.0737918, my earlier ...
- Wed Nov 26, 2025 5:36 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 90
- Views: 61910
Re: [MOD 0.17] VehicleSnap
Given the above, it would be amazing if you re-posted that picture, but with show-tile-grid on !
I edited the previous post, it includes grid now. I need it myself too to find out actual angles, unless there is a list for those numbers somewhere?
I also did a test of the angle table with Unity ...
- Sun Sep 14, 2025 4:21 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 90
- Views: 61910
Re: [MOD 0.17] VehicleSnap
I'm not sure how i feel about the patch as in including it in or not. It's true the angles between cardinals and diagonals are off, i took a little screenshot of current rails:
rail-angles.png
Your math is also something i don't follow :P
My thought after was to record those key angles into a ...
rail-angles.png
Your math is also something i don't follow :P
My thought after was to record those key angles into a ...
- Sun Sep 14, 2025 2:25 pm
- Forum: Ideas and Suggestions
- Topic: Keep underground belt direction when replacing
- Replies: 0
- Views: 268
Keep underground belt direction when replacing
TL;DR
Placing a different tier underground belt over another underground belt should not change the direction of the one in hand when replacing a whole pair .
What?
It is understandable that if you are building the underground belts you do them in pairs, entrance and exit. But when you click ...
Placing a different tier underground belt over another underground belt should not change the direction of the one in hand when replacing a whole pair .
What?
It is understandable that if you are building the underground belts you do them in pairs, entrance and exit. But when you click ...
- Thu Jun 12, 2025 11:28 pm
- Forum: Ideas and Suggestions
- Topic: How to get old map key functionality?
- Replies: 15
- Views: 3287
Re: How to get old map key functionality?
I have a fix for you in a form of a mod if interested; PersistentZoom:
https://mods.factorio.com/mod/PersistentZoom
https://mods.factorio.com/mod/PersistentZoom
- Wed Feb 19, 2025 11:12 am
- Forum: Gameplay Help
- Topic: Thruster fluid behavior
- Replies: 12
- Views: 2193
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.
Hi Zaflis ...
- Wed Feb 19, 2025 10:31 am
- Forum: Gameplay Help
- Topic: Thruster fluid behavior
- Replies: 12
- Views: 2193
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.
- Thu Feb 06, 2025 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Show "Quality Limit: 0%"
- Replies: 3
- Views: 744
Re: Show "Quality Limit: 0%"
There is no negative quality, 0% is lowest effect it can have. Even then the spoilage isn't some % based but by quality rank the item is given, common, uncommon, rare...trancexpress wrote: Tue Feb 04, 2025 6:54 am Does negative quality increase starting spoilage percentage when an item is crafted?
- Thu Feb 06, 2025 12:35 pm
- Forum: Ideas and Suggestions
- Topic: Show "Pollution: -%" for Efficiency module
- Replies: 3
- Views: 621
Re: Show "Pollution: -%" for Efficiency module
So there are at least these 2 options or both:
1) Changing the tooltip text for efficiency modules, clearly saying that reducing energy cost also reduces pollution.
2) New page or 2 to ingame tips about pollution. I just now did a word search in tips with "poll" and it came out nothing.
1) Changing the tooltip text for efficiency modules, clearly saying that reducing energy cost also reduces pollution.
2) New page or 2 to ingame tips about pollution. I just now did a word search in tips with "poll" and it came out nothing.
- Thu Feb 06, 2025 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Totals for production graphs
- Replies: 0
- Views: 301
Totals for production graphs
TL;DR
It would be nice to see for example total (or average?) pollution produced in the timeline, because it is hard to tell your progress from several separated curves.
What?
While the idea doesn't only apply to pollution, it can be useful for at least kills graphs, pollution is where it makes ...
It would be nice to see for example total (or average?) pollution produced in the timeline, because it is hard to tell your progress from several separated curves.
What?
While the idea doesn't only apply to pollution, it can be useful for at least kills graphs, pollution is where it makes ...
- Tue Jan 28, 2025 4:42 am
- Forum: Modding help
- Topic: fuel_icon graphics can't be replaced
- Replies: 1
- Views: 442
fuel_icon graphics can't be replaced
I have a topic here with more details:
https://mods.factorio.com/mod/SmoothWarnings/discussion/67965619fc69550437e08a48
data.raw["utility-sprites"]["default"].fuel_icon = {
filename = "__SmoothWarnings__/graphics/fuel-icon-red.png",
priority = "extra-high",
width = 64,
height = 64,
flags ...
https://mods.factorio.com/mod/SmoothWarnings/discussion/67965619fc69550437e08a48
data.raw["utility-sprites"]["default"].fuel_icon = {
filename = "__SmoothWarnings__/graphics/fuel-icon-red.png",
priority = "extra-high",
width = 64,
height = 64,
flags ...
- Wed Jan 01, 2025 1:45 pm
- Forum: Resolved Requests
- Topic: Add auto_recycle to RecipePrototype
- Replies: 7
- Views: 1689
Re: Add auto_recycle to RecipePrototype
I would not have been able to find this information; auto_recycle, can_recycle without google. So here it is again:
https://github.com/wube/factorio-data/blob/master/quality/prototypes/recycling.lua#L153
Main part is this though:
local can_recycle = can_recycle or default_can_recycle
If you ...
https://github.com/wube/factorio-data/blob/master/quality/prototypes/recycling.lua#L153
Main part is this though:
local can_recycle = can_recycle or default_can_recycle
If you ...
- Sat Dec 21, 2024 7:26 am
- Forum: Ideas and Suggestions
- Topic: Rotating placed turrets
- Replies: 2
- Views: 781
Re: Rotating placed turrets
So yes i did come to notice that if they need to turn once they will drop down to the new closest angle. That's not bad actually, it's just the first shot may require some more turning if it's way wrong.
- Mon Dec 09, 2024 9:07 am
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
- Replies: 13
- Views: 3786
Re: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
Your character is (really travelling, not just remote view) onboard the platform too at the time?
- Mon Dec 09, 2024 6:07 am
- Forum: Not a bug
- Topic: [2.0.23] entity_prototype_collides returns true but shouldnt
- Replies: 6
- Views: 923
Re: [2.0.23] entity_prototype_collides returns true but shouldnt
They are likely going to need to see your source code. It takes time even for them to go through API's and figure out steps you are trying to do, of which you could have made typos too.
- Mon Dec 09, 2024 6:05 am
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
- Replies: 13
- Views: 3786
Re: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
What does the achievement UI show you about the achievement? It should show if it's currently achievable or not.
- Mon Dec 09, 2024 5:50 am
- Forum: Minor issues
- Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
- Replies: 10
- Views: 3355
Re: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
Concrete should recycle 10 times faster.
It's annoyng how much recyclers I must put to destroy concrete. One per every five scrap recyclers.
There is a little workaround for that currently, adding a middlestep to craft the concrete into hazard concrete. That in turn will recycle much much faster ...
It's annoyng how much recyclers I must put to destroy concrete. One per every five scrap recyclers.
There is a little workaround for that currently, adding a middlestep to craft the concrete into hazard concrete. That in turn will recycle much much faster ...
- Sun Nov 24, 2024 5:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
- Replies: 34
- Views: 11496
Re: [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
I'm having the same issue of not achieving logistic network embargo with space age. I have the following unique conditions:
- I don't use steam. My game is directly downloaded and independently installed. No steam is installed on this PC
- I have never achieved any logistic network embargo before ...