Search found 533 matches

by Zaflis
Sat Dec 20, 2025 5:51 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 90
Views: 61910

Re: [MOD 0.17] VehicleSnap

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 ...
by Zaflis
Thu Dec 18, 2025 10:17 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 90
Views: 61910

Re: [MOD 0.17] VehicleSnap

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.
It's impossible to get it accurate, you can try. The mathematical value for it would take you like 100m away at that distance.
by Zaflis
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 ...
by Zaflis
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 ...
by Zaflis
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 ...
by Zaflis
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 ...
by Zaflis
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
by Zaflis
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 ...
by 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)

Adam.Podstavka wrote: Wed Feb 19, 2025 9:44 am
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.
by Zaflis
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%"

trancexpress wrote: Tue Feb 04, 2025 6:54 am Does negative quality increase starting spoilage percentage when an item is crafted?
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...
by Zaflis
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.
by Zaflis
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 ...
by Zaflis
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 ...
by Zaflis
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 ...
by Zaflis
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.
by Zaflis
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?
by Zaflis
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.
by Zaflis
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.
by Zaflis
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 ...
by Zaflis
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 ...

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