Search found 297 matches

by Zaflis
Fri Oct 18, 2019 1:41 pm
Forum: Not a bug
Topic: [0.17.69] Train schedule scaling issue with window
Replies: 2
Views: 47

Re: [0.17.69] Train schedule scaling issue with window

Then it might be possible to write a bugfix mod, or is the train map size hardcoded or something?
by Zaflis
Fri Oct 18, 2019 12:02 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 35
Views: 2874

Re: Friday Facts #317 - New pathfinding algorithm

Awesome pathfinder i must say. One little question about it though, because i heard the AAI vehicles use biter AI too. Can it be told to find a path that ignores trees and rocks, and just drive through them? How about other vehicles in the way, will they somehow semi-smartly still group together?
by Zaflis
Fri Oct 18, 2019 11:44 am
Forum: Not a bug
Topic: [0.17.69] Train schedule scaling issue with window
Replies: 2
Views: 47

[0.17.69] Train schedule scaling issue with window

I reduced window width (to watch some video on the side while playing), and noticed that train schedule has couple issues: 1) It stays wider than the window. 2) Some of the frame goes outside. 3) The top right buttons ("open this location in map" etc..) aren't anchored to top corner so they hide wit...
by Zaflis
Fri Oct 11, 2019 1:50 am
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 381

Re: [0.17.69] Electric energy interface not drawing power from accumulators

They may be drawing a tiny amount, but never linear as expected in any of my tests. You can see it with mods that add extra tiers of solar panels and accumulators, they will always grow relatively 1:1 and make straight growing line graphs, if you mix several different tiers of accu/panels in same ne...
by Zaflis
Thu Oct 10, 2019 9:38 pm
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 381

Re: [0.17.69] Electric energy interface not drawing power from accumulators

What about this test then? Try blueprint: 0eNqVld1ugyAUgN/lXOsi4v9z7G5ZGrSnDYlFA7jNNb770C5rkx4neiXK93F+IFyhbgfstVQWqivIplMGqrcrGHlWop2/2bFHqEBavEAASlzmkWia4TK0wnYapgCkOuIXVGx6DwCVlVbiTbMMxoMaLjVqN4EUBNB3xjGdmtdznpClL2kAo3tzL9MUPIliXxHfEHFfEdsQJbtT47Qo3Z3aiijbndqKKN+dGqNFxe7UVkTl7tRWRCz6M2GLjdWyCVGhP...
by Zaflis
Thu Oct 10, 2019 8:11 pm
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 381

Re: [0.17.69] Electric energy interface not drawing power from accumulators

What do you mean by "tertiary" or "change priority? If it comes down to using it in a mod, why is it in the base game at all if we need a creative-mode mod anyway?
by Zaflis
Wed Oct 09, 2019 9:41 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.55] Electric energy interface and accumulator behavior
Replies: 10
Views: 878

Re: [kovarex] [0.17.55] Electric energy interface and accumulator behavior

https://forums.factorio.com/viewtopic.php?t=73078 Duplicate of that report - electric energy interfaces (the one the base game defines) has the same usage priority as accumulators so it will never consume power from them. You'll have to define your own with a different usage priority if you want th...
by Zaflis
Wed Oct 09, 2019 3:30 pm
Forum: Assigned
Topic: [posila] [0.17.69] Offshore pumps on shallow water
Replies: 6
Views: 385

Re: [0.17.69] Offshore pumps on shallow water

No, shallow water is unmodded thing. Type /editor to console in regular freeplay game and you'll see. It's 1 or both of these things: - Placing landfill should be allowed on shallow water. <- Definitely. - Offshore pumps should be placed on edge of land and shallow water. <- I'm unsure if this is ho...
by Zaflis
Wed Oct 09, 2019 1:20 am
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 381

Re: [0.17.69] Electric energy interface not drawing power from accumulators

The power drain is something else though. Should we expect it to draw power even from itself? So if you set production and usage same, it should produce 0. In that sense they would be mutually exclusive and one should only need a toggle there, that it's a power producer or consumer, can't be both. E...
by Zaflis
Tue Oct 08, 2019 11:09 pm
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 381

[0.17.69] Electric energy interface not drawing power from accumulators

I was trying to debug my nuclear reactor in /editor mode, and added electric energy interface with these settings: energy_interface.jpg Now, there is 1 normal accumulator and a circuit based SR-latch set to operate between 20 to 90 range. But because the interface has some weird priority and it's no...
by Zaflis
Tue Oct 08, 2019 8:10 pm
Forum: Assigned
Topic: [posila] [0.17.69] Offshore pumps on shallow water
Replies: 6
Views: 385

Re: [0.17.69] Offshore pumps on shallow water

You could techically place 1 piece of landfill under the pipe. And i'm assuming the shallow water is only an editor thing, as in it's never generated in freeplay?
by Zaflis
Mon Oct 07, 2019 7:31 am
Forum: Ideas and Suggestions
Topic: Picking from belts should be favored over picking from splitter
Replies: 0
Views: 86

Picking from belts should be favored over picking from splitter

I mean it would be logical. I posted this earlier in discord to troubleshoot why i'm not getting full 6 belt throughput into chests. greens.jpg It turned out i had to remove the last belts that inserters were picking from, and move the splitters upwards so inserters pick from them directly. It's som...
by Zaflis
Sun Oct 06, 2019 2:09 am
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Biters freeze after artillery wagon shot impact
Replies: 9
Views: 360

Re: [0.17.69] Biters freeze after artillery wagon shot impact

Artilleries "reserve" a kill before it lands. I see this when walking with personal lasers near hives that are in artillery range. If the artillery shot is incoming, my lasers don't shoot the hive because it's already marked dead. Now if that somehow extends to the biters and spitters too i don't kn...
by Zaflis
Sun Sep 08, 2019 11:04 am
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 8509

Re: Friday Facts #311 - New remnants 3

Do destroyed ghosts need healthbars, or could there be another way to distinct them from new ghost structures?
by Zaflis
Fri Aug 30, 2019 11:18 am
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 12134

Re: Friday Facts #310 - Glowing Heat pipes

I'm also on Pyrewood - alliance side, luckily no queues for us :D ...anymore at least, we shall see what happens during weekend.
by Zaflis
Fri Aug 23, 2019 2:55 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 20060

Re: Friday Facts #309 - Controversial opinions

Items should have volume and mass
Just pointing out this bit with... "No, just no!" :D They're already adding it to Empyrion which was a terrible idea.
by Zaflis
Thu Aug 08, 2019 10:42 pm
Forum: Ideas and Suggestions
Topic: Using whole blueprint book frame to drop blueprints in
Replies: 1
Views: 91

Using whole blueprint book frame to drop blueprints in

This should be a simple idea, currently the area where you can drop blueprints is tightly fit around small section of the book where existing blueprints are. I don't see a reason why the whole area shouldn't allow blueprint dropping. Sometimes it's actually tricky to find those few pixels where you ...
by Zaflis
Sat Jul 20, 2019 10:04 pm
Forum: Ideas and Suggestions
Topic: Expand inventory tiles clickable areas to cover the grid
Replies: 4
Views: 162

Re: Expand inventory tiles clickable areas to cover the grid

So i'll do a situation report this once. I decided to use the new GUI graphics (slightly edited) while at it and i don't have complaints about the inventory part :D As you may see i still have to redo the recipe UI (because they share same layout and that's hardcoded!). But you can compare the new a...
by Zaflis
Sat Jul 20, 2019 6:14 pm
Forum: Ideas and Suggestions
Topic: Expand inventory tiles clickable areas to cover the grid
Replies: 4
Views: 162

Re: Expand inventory tiles clickable areas to cover the grid

So this works: local style = data.raw["gui-style"].default --style.default.slot_button.padding = 0 style.slot_table.horizontal_spacing = 0 style.slot_table.vertical_spacing = 0 The padding wasn't necessary. Now just to add the visual grid back... This for starters was not a smart idea: :oops: style....
by Zaflis
Sat Jul 20, 2019 4:41 pm
Forum: Ideas and Suggestions
Topic: Expand inventory tiles clickable areas to cover the grid
Replies: 4
Views: 162

Re: Expand inventory tiles clickable areas to cover the grid

I would add 1 pixel transparent border to the slot graphics itself so it would look exactly the same, in theory. Grid would still be there just not act as "void zone". And i was applying the code in data-final-fixes.lua like so: local style = data.raw["gui-style"].default style.slot_button.padding =...

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