Search found 355 matches

by Zaflis
Tue Mar 02, 2021 6:36 pm
Forum: Ideas and Suggestions
Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
Replies: 20
Views: 844

Re: Shift-clicking items into red area of chests

+1 shift click should work, but not control click. Why is that? How i see it they should both work for same reasons. If you set chest with only 1 automation slot and have 30 stacks of the item in inventory, how is it better to shift click them 1 by 1? I am ofc exaggerating an example but sometimes ...
by Zaflis
Tue Mar 02, 2021 8:51 am
Forum: Ideas and Suggestions
Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
Replies: 20
Views: 844

Re: Shift-clicking items into red area of chests

But.. we can put items in red area in Dyson Sphere Project and it works fantastically.
by Zaflis
Tue Mar 02, 2021 12:55 am
Forum: Ideas and Suggestions
Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
Replies: 20
Views: 844

Ctrl-click should remove item from last to first order

Currently when Ctrl-clicking a chest you get items starting from top left. This makes no sense when there can be even items in the red (limited) area. With this you will have better sorting remaining in the chest and excess will be used before items in primary area. You could even re-sort a chest th...
by Zaflis
Tue Mar 02, 2021 12:46 am
Forum: Ideas and Suggestions
Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
Replies: 20
Views: 844

Shift-clicking items into red area of chests

The chest limiting feature is useful - for automation. But it's not nice when you have stackloads of iron plates and you want to put them in a limited chest, we should be able to do it because that's what we end up doing manually anyway, 1 stack at the time.
by Zaflis
Thu Feb 25, 2021 9:03 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.25] Auto-trash with fuel slots not working with vehicles that use logistics
Replies: 1
Views: 774

[Rseding91] [1.1.25] Auto-trash with fuel slots not working with vehicles that use logistics

Taking this example from playthrough with Krastorio 2: trashing.jpg Logistics bots do fill the fuel but don't remove the depleted fuel. Some notes: - If i manually add 15 fuel to the trunk, 10 is kept and 5 trashed. Expected all fuel from trunk trashed because satisfaction now says 20/10. - Fuel out...
by Zaflis
Wed Dec 23, 2020 2:46 pm
Forum: Ideas and Suggestions
Topic: Epilepsy inducing screen effects
Replies: 10
Views: 647

Re: Epilepsy inducing screen effects

C'mon, that's so rude... If you can report seizure while playing factorio, make a report. If you hate a visual effect in a modded game, just play vanilla? Rude what? That effect (player being damaged) is from vanilla. This topic is just a neutral suggestion well fit for this forum. I didn't propose...
by Zaflis
Wed Dec 23, 2020 2:35 pm
Forum: Ideas and Suggestions
Topic: Epilepsy inducing screen effects
Replies: 10
Views: 647

Re: Epilepsy inducing screen effects

I also showed this (with clear warning) to my Steam friend who has epilepsy. He had to stop it after 1-2 seconds.
by Zaflis
Wed Dec 23, 2020 2:20 pm
Forum: Ideas and Suggestions
Topic: Epilepsy inducing screen effects
Replies: 10
Views: 647

Re: Epilepsy inducing screen effects

Damage flashing is like this... WARNING, do not open link if you are sensitive to flickering! https://www.youtube.com/watch?v=zbRrUGLMdt0 Now if you still think that this is an issue only for risk group people, i would say otherwise. It's really unwatchable. (Of course for full effect you need to se...
by Zaflis
Tue Dec 22, 2020 12:54 pm
Forum: Ideas and Suggestions
Topic: Better filesystem storage of Blueprints
Replies: 9
Views: 755

Re: Better filesystem storage of Blueprints

"Quite" but not really. There was reddit post after 1.1 where one lost his library after downgrading back to 1.0 but i can't find link anymore. Problems in the past: https://www.reddit.com/r/factorio/comments/ih2eq6/blueprints_missing_after_10_update/ https://www.reddit.com/r/factorio/comm...
by Zaflis
Tue Dec 22, 2020 9:09 am
Forum: Ideas and Suggestions
Topic: Better filesystem storage of Blueprints
Replies: 9
Views: 755

Re: Better filesystem storage of Blueprints

The most important thing about blueprint storage that relates to 99.9% of players is that it should be compatible when downgrading game version. This kind of futureproofing is really required for a file that contains all your delicately made creations over the years. Just to be wiped out for simply ...
by Zaflis
Tue Dec 22, 2020 8:44 am
Forum: Ideas and Suggestions
Topic: Epilepsy inducing screen effects
Replies: 10
Views: 647

Epilepsy inducing screen effects

The way screen keeps flashing red when you take damage is really hard to look at even as i'm not diagnosed with any epilepsy. I can't even imagine what this flashing would do for others that actually do. Sure, player doesn't take damage 99% of the time of playing but there are times that it does. On...
by Zaflis
Mon Dec 14, 2020 5:41 am
Forum: Ideas and Suggestions
Topic: Map tag dialog: Enable old features additionally to new ones
Replies: 10
Views: 765

Re: Map tag dialog: Enable old features additionally to new ones

Having tried the new tag and ping buttons, i could quickly tell they need more work. - You can't cancel either of them to starters. Pressing ESC will not only cancel but also close the whole map! - Add tag dialog is confusing. I expected being able to see where the tag will be placed before pressing...
by Zaflis
Fri Dec 04, 2020 8:30 pm
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 56
Views: 6923

Re: Option to disable no-power flashing

There's (limited) built-in colour-blindness support now. So maybe epilepsy could be next (or at least better moddability for the blinking). What more moddability we need? As said earlier in thread there is a mod that removes warnings, and mods are able to make every texture fully transparent and 1 ...
by Zaflis
Fri Oct 02, 2020 2:28 pm
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 6304

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

To me it's very simple, i define world by rail network that is always built from blueprint blocks spaced by big powerpoles. Chunk alignment means that every 7th powerpole i can put down a radar without having to make a mess and draw powerline to a random radar that could end up being inside an actua...
by Zaflis
Tue Sep 15, 2020 4:54 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 76
Views: 23201

Re: [MOD 0.17] VehicleSnap

angel79135 wrote:
Tue Sep 15, 2020 4:48 pm
Hey ! First thank you very much for this mod.
Are you planning to make it work in 1.0?
The 0.18 version is 1.0 compatible, you only need to install it.
by Zaflis
Mon Sep 14, 2020 6:52 pm
Forum: Ideas and Suggestions
Topic: Auto-remove fishes when painting terrain in editor
Replies: 2
Views: 188

Auto-remove fishes when painting terrain in editor

Right now we get this "cheese" land when painting terrain tiles over water, it is annoying to keep swapping between modes to use deconstruct tool and then browse the long list again of which style of grass you were making again...:
fish.jpg
fish.jpg (239.26 KiB) Viewed 188 times
by Zaflis
Sat Aug 15, 2020 9:33 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 464
Views: 97432

Re: ModMyFactory - mod manager and more

MMF displays false warnings of missing dependencies when dependency is 0.18 and mod 1.0.
bug.png
bug.png (81.29 KiB) Viewed 2004 times
by Zaflis
Fri Aug 14, 2020 9:06 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 40794

Re: Friday Facts #360 - 1.0 is here!

Spidertron?!? (see 1.0 launch trailer)
by Zaflis
Sun Jun 07, 2020 6:24 am
Forum: Ideas and Suggestions
Topic: Improving usability of logistics slots
Replies: 5
Views: 477

Re: Improving usability of logistics slots

4: against all conventions. look how operating system / forms in browsers work. You need a really good reason to do that and I don’t see it here, because the current behavior is also “right” in its kind of logic. As far as i can see, all established conventions work as i'm suggesting; they scroll w...

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